Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Macintosh human interface guidelines
Macintosh human interface guidelines
Revisiting the visit:: understanding how technology can shape the museum visit
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Creating assemblies:: aboard the Ghost Ship
CSCW '02 Proceedings of the 2002 ACM conference on Computer supported cooperative work
Ambiguity as a resource for design
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sense and sensibility: evaluation and interactive art
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hybrid design creates innovative museum experiences
Communications of the ACM - The disappearing computer
Making space for stories: ambiguity in the design of personal communication systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Staying open to interpretation: engaging multiple meanings in design and evaluation
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Meaning making in CSCL: conditions and preconditions for cognitive processes by groups
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
Nondirective information presentation for on-site safety training in chemistry experiments
Proceedings of the International Working Conference on Advanced Visual Interfaces
Researching user interpretation beyond designer intentions
CHI '13 Extended Abstracts on Human Factors in Computing Systems
The effects of GUI on users' creative performance in computerized drawing
Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation
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Using a multi-media work of art, SenSpace, we investigate the relationship of meaning making and meaning-understanding to interaction. SenSpace is a multimedia installation that uses visual, audio and tactile cues to convey the Greek myth of Narcissus to the user. As opposed to books, audio-books, oral literature and other traditional means of conveying a story, Sen-Space embeds the myth within a physical space, engaging the user in an exercise in meaning-making that can involve multiple senses at the scale of the human body. The SenSpace installation uses projections, water reflections, sound, and distorted visual imagery to present a scripted experience of fixed duration. Following a visit to SenSpace, visitors were surveyed on their expectations and interpretations to help us answer the following research questions: (1) how and to what extent does interaction with the work of art encourage engagement with ideas and interpretation? (2) how and to what extent does content ambiguity encourage engagement and interpretation? (3) does social interaction encourage interpretation?