The media equation: how people treat computers, television, and new media like real people and places
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
Interacting with an embodied emotional character
DPPI '03 Proceedings of the 2003 international conference on Designing pleasurable products and interfaces
Wired for Speech: How Voice Activates and Advances the Human-Computer Relationship
Wired for Speech: How Voice Activates and Advances the Human-Computer Relationship
Hypercomputation, Unconsciousness and Entertainment Technology
Proceedings of the 2nd International Conference on Fun and Games
Cultural Heritage: Cultural reinterpretation and resonance: The San and hip-hop
Computers and Graphics
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We are exploring an application for a novel direction in human-computer interaction named 'cultural computing', which aims to provide a new medium for cultural translation and unconscious metamorphosis. The main objective of this project is to create an interactive experience that encourages people in Western culture to reflect on their self-concept. In Western culture the self-concept is generally based on conscious perception of the self. Over centuries the book 'Alice's Adventures in Wonderland' got continuous attention, and therefore seems to be a promising narrative to address issues like logic, rationality, and self. The user in the role of Alice will go through an interactive experience and meets a Caterpillar, who questions the participant's whereabouts of his/her self-concept. To determine the effect of this experience, we discuss a method that measures changes in a person's implicit self-concept for we predict that the experience will have an unconscious effect towards individual metamorphosis. Using the 'implicit association test' (IAT) we could find a significant effect in the hypothesized direction.