| updated: January 13, 2012 | ||||||||
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From the narrative of Alice’s Adventures in Wonderland, we chose six stages, each represents a chapter or part of it, and built one of the world biggest mixed reality installation. From start to end the user undergoes immersion that consists of real and nature mimicking, virtual and augmented reality in such situations which demands the user to question him/her self and their logic and Western reasoning. A new form of presence and user experience will emerge! This project is conducted at the Designed Intelligence Group of the Department of Industrial Design at the Eindhoven University of Technology, supported by Microsoft Research in Cambridge (UK), the Department of Industrial Design and Department of Electrical Engineering, Eindhoven University of Technology.
[09/11] Rebuilding stage 3 With the introduction of the computer, its usage in a broad perspective has been under investigation. Originated from computer science but gradually created its own field named Human Computer Interaction with the integration of other related disciplines such as computer graphics, human factors, ergonomics, industrial engineering, cognitive psychology. Since the 60s there have been some major paradigms that can be discriminate in its evolvement: 1. personal computing, 2. cooperative computing, 3. social computing and 4. cultural computing. The role of the computer has changed dramatically with demanded from the field to come with solutions. The first paradigm is the Personal Computing with its user-system relations. With the implementation of the networked computer, the second paradigm is cooperative computing via rich interactive multimedia. This advanced into the third paradigm, social computing paradigm with community mediated interaction, with applications such as Computer Supported Cooperative Work (CSCW) and the Internet with its communities. Last decade arise concepts e.g. mobile, normadic and ubiquitous technology with focus on personalized and intimate interaction both with positive experiences. Leaving the computer as main objective and point of attention but apply its functions by using it as a tool. Shared commonalities in these are 1. disappearing computer, 2. ease of use and positive experience and 3. building communities. Inspired by the work on the ZENetic computer of Naoko Tosa and Seigow Matsuoka (2003), Ryohei Nakatsu, Matthias Rauterberg and Benjamin Salem (2006) proposed a new paradigm for HCI, cultural computing which is based on Kansei Mediated Interaction. The latter is a form of multimedia communication that carries non-verbal, emotional and Kansei information (e.g. unconscious information). It is a combination of Kansei Communication (i.e., ‘content’) and Kansei Media (i.e., ‘form’). The main research objectives in Kansei Mediated Interaction are the underlying almost unconscious cultural determinants (see also Salem & Rauterberg, 2005; Rauterberg, 2009). The research arena on Cultural Computing is opened.
Sjriek Alers (electronics, stage operator) Aart van, J.; Bartneck, C.; Hu, J.;
Rauterberg, M.; Salem, B. (2010).
How to behave as Alice in Wonderland–about boredom and curiosity.
Entertainment Computing, vol. 1, no. 3-4, pp.125-137. Bartneck C., Hu J., Salem B., Cristescu R. , Rauterberg M. (2008). Applying virtual and augmented reality in cultural computing. International Journal of Virtual Reality, vol. 7, no. 2, pp. 11-18.
Hu J., Bartneck C. (2005). Culture matters - a study on presence in an interactive movie. In M. Slater (Ed.), The 8th Annual International Workshop on Presence (PRESENCE 2005), 21-23 September 2005, London (pp. 153-159). London: International Society for Presence Research. Kooijmans T., Rauterberg M. (2006). Advice from a caterpillar: An interactive experience about the self. In Proceedings of 5th International Conference on Entertainment Computing (ICEC2006), Cambridge, UK, 2006. Kooijmans T., Rauterberg M. (2007). Cultural computing and the self concept: Towards unconscious metamorphosis. In: L. Ma, M. Rauterberg, and R. Nakatsu (Eds.): Entertainment Computing -ICEC, Lecture Notes in Computer Science (LNCS vol. 4740, pp. 171–181). Berlin: Springer. Nakatsu R., Rauterberg M., Salem B. (2006). Forms and theories of communication: From multimedia to Kansei mediation. Multimedia Systems, vol. 11, no. 3, pp. 304-312. Nakatsu R., Rauterberg M., Vorderer P. (2005). A new framework for entertainment computing: from passive to active experience. In F. Kishino, Y. Kitamura, H. Kato and N. Nagata (Eds.), Entertainment Computing-ICEC, Lecture Notes in Computer Science (LNCS vol. 3711, pp. 1-12). Berlin: Springer. Rauterberg M. (2010). Emotions: The voice of the unconscious. In: H.S. Yang et al. (Eds.): Proceedings of International Conference on Entertainment Computing - ICEC, (LNCS vol. 6243, pp. 205-215), © IFIP International Federation for Information Processing, Berlin Heidelberg: Springer-Verlag. Rauterberg M., Hu J., Langereis G. (2010). Cultural computing - How to investigate a form of unconscious user experiences in mixed realities. In: R. Nakatsu, N. Tosa, F. Naghdy, K.W. Wong and P. Codognet (eds.) Proceedings of Entertainment Computing Symposium - ECS (IFIP AICT vol. 333, pp. 190-197), Berlin Heidelberg: Springer-Verlag. Rauterberg M. (2009). Entertainment computing, social transformation and the quantum field. In: A. Nijholt, D. Reidsma, H. Hondorp (Eds.): Intelligent Technologies for Interactive Entertainment-INTETAIN, Lecture Notes of the Institute for Computer Sciences (LNICST vol. 9, pp. 1-8). Berlin: Springer. Rauterberg
M. (2008).
Hypercomputation, unconsciousness and entertainment technology. In P.
Markopoulos, B. de Ruyter, W. IJsselstein and R. Duncan (Eds.), Proceedings
of Fun and Games 2008 Second International Conference, Lecture Notes in
Computer Science (LNCS vol. 5294, pp. 11-20). Berlin: Springer. Rauterberg M. (2006). Usability in the future –explicit and implicit effects in cultural computing. In: AM. Heinecke, H. Paul (Eds.): Mensch & Computer 2006: Mensch und Computer im StrukturWandel (pp. 29-36). München, Oldenbourg Verlag. Rauterberg
M. (2006).
From Personal to Cultural Computing: how to assess a cultural experience.
Paper presented as keynote at “Usability-Day IV”, 9 June 2006, Vorarlberg,
Dornbirn, Austria. 2011: invited presentation at VTT in Helsinki (Finland) [PDF]
2009: invited
presentation at
DARWIN workshop (JP) [PDF]
[YouTube] [wmv
45MB]
2008:
keynote at FUN&GAMES conference (NL) [PDF]
2007:
final
presentation at
MSR (UK) [PDF]
2006: invited
presentation at Ubimedia symposium (FI) [PDF]
Cecil Hepworth (1903).
Alice in Wonderland [mpg]
(source)
2009 demo video
[mp4 92MB] [wmv
12MB]
Pictures of the construction phase [pics]
stage 2 "down
the rabbit hole":
stage 3 "eat-me
and drink-me in the hall":
stage 4 "pool of
tears":
stage 5 "advice
from a caterpillar":
stage 6 "chat
with Cheshire cat":
Project ALICE –
Google Rauterberg Related websites:
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Bierman DJ., Whitmarsh S. (2006).
Consciousness and quantum
physics: Empirical research on the subjective reduction of the statevector.
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Confucius computer: Transforming the
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