updated:April 20, 2017 | ||||||||
[News] [Background] [Team] [References] [Presentations] [Press] [Movies] [Stages] [Web] [Literature] [Sponsors] | ||||||||
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.
[09/14] whole installation is dismanteld and stored 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. Chang H.M., Ivonin L., Díaz M., Català A., Chen W., Rauterberg M. (2013). From mythology to psychology: Identifying archetypal symbols in movies. Technoetic Arts: A Journal of Speculative Research, vol. 11, no. 2, pp. 99–113. Chang H.M., Ivonin L., Diaz M., Catala A., Chen W., Rauterberg M. (2013). Experience the world with archetypal symbols: A new form of aesthetics. In: N. Streitz, C. Stephanidis (eds.): Distributed, Ambient, and Pervasive Interactions DAPI - HCI international (Lecture Notes in Computer Science, vol. 8028, pp. 205–214), Berlin Heidelberg: Springer. Chang H.M., Ivonin L., Chen W., Rauterberg M. (2013). Feeling something without knowing why: Measuring emotions toward archetypal content. In: M. Mancas, N. d’ Alessandro, X. Siebert, B. Gosselin, C. Valderrama, T. Dutoit (eds.) Proceedings of Intelligent Technologies for Interactive Entertainment - INTETAIN (Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol. 124, pp. 22–31). © Institute for Computer Sciences, Social Informatics and Telecommunications Engineering: Springer. Hu J., Bartneck C., Salem B., Rauterberg M. (2008). ALICE’s adventures in cultural computing. International Journal of Arts and Technology, vol. 1, no. 1, pp. 102-118. 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. Ivonin L., Chang H.M., Chen W., Rauterberg M. (2012). A new representation of emotion in affective computing. In: J. Luoluo (ed.) Proceedings International Conference on Affective Computing and Intelligent Interaction - ICACII 2012 (Lecture Notes in Information Technology, vol. 10, pp. 337-343), Delaware: Information Engineering Research Institute. Ivonin L., Chang H.M., Chen W., Rauterberg M. (2013). Automatic recognition of the unconscious reactions from physiological signals. In: A. Holzinger, M. Ziefle, M. Hitz, M. Debevc (eds.) Human Factors in Computing and Informatics – SouthCHI 2013 (Lecture Notes in Computer Science, vol. 7946, pp. 16-35), Berlin Heidelberg: Springer. Ivonin L., Chang H.M., Chen W., Rauterberg M. (2012). Unconscious emotions: Quantifying and logging something we are not aware of. Personal and Ubiquitous Computing, vol. 17, no. 4, pp. 663-673. Khoo E.T., Peiris R.L., Rauterberg M. (2011). 3D Guqin: Digital playground to explore music that embodies Chinese culture and philosophy. In: Proceedings 2nd International conference on Culture and Computing (pp. 145-146). Los Alamitos: IEEE Computer Society. 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. Nakevska M., Hu J., Langereis G., Rauterberg M. (2012). Alice's adventures in an immersive mixed reality environment. In: Proceedings IEEE International Symposium on Mixed and Augmented Reality - ISMAR 2012 (pp. 303-304), Los Alamitos: IEEE Computer Society Press. Nakevska M., Markovski J., Rauterberg M. (2012). A model-driven engineering approach for immersive mixed-reality environments. In: J.C. Anacleto, E.W.G. Clua, F.S. Correa da Silva, S. Fels, H.S. Yang (eds.) Entertainment Computing – ICEC 2013 (Lecture Notes in Computer Science, vol. 8215, pp. 147-150), (c) IFIP - Berlin Heidelberg: Springer Nakevska M., Funk M., Hu J., Eggen B., Rauterberg M. (2014). Interactive storytelling in a mixed reality environment: How does sound design and users’ preknowledge of the background story influence the user experience?. In: A. Mitchell, C. Fernández-Vara, D. Thue (eds.) Interactive Storytelling - ICIDS 2014 (Lecture Notes in Computer Science, vol. 8832, pp. 188-195), Berlin Heidelberg New York: Springer. Nakevska M., van der Sanden A., Funk M., Hu J., Rauterberg M. (2014). Interactive storytelling in a mixed reality environment: The effects of interactivity on user experiences. In: Y. Pisan, N. Sgouros, T. Marsh (eds.) Entertainment Computing - ICEC 2014 (Lecture Notes in Computer Science, vol. 8770, pp. 52-59), Berlin Heidelberg New York: Springer. Nakevska M., Van der Sanden A., Funk M., Hu J., Rauterberg M. (2017, preprint). Interactive storytelling in a mixed reality environment: The effects of interactivity on user experiences. Entertainment Computing, vol. x, no. y, pp. zz-zz. (online) [DOI] 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. (2013). How is culture and cultural development possible?. In: Proceedings 4th International Conference on Culture and Computing - ICCC 2013 (pp. 177-178), IEEE Computer Society’s Conference Publishing Services. Rauterberg M. (2011). The three phases of life: An inter-cultural perspective. In: Proceedings 2nd International Conference on Culture and Computing (pp. 80-85). Los Alamitos: IEEE Computer Society. 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. Rauterberg
M. (2004).
Enjoyment and entertainment in East and West. In: M. Rauterberg (Ed.),
Entertainment Computing--ICEC, Lecture Notes in Computer Science (LNCS
vol. 3166; pp. 176-181). Berlin: Springer. 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]
Adam
Curtis (2002). The century of the self. [BBC series
part-1,
part-2,
part-3,
part-4]
2009 demo video
[mp4 92MB] [wmv
12MB] [mp4 210MB] [wmv
167MB]
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:
Bargh JA., Morsella E. (2008). The unconscious mind. Perspectives on Psychological Science, vol. 3, no. 1, pp. 73-79. Bateson G., Mead M. (1976). For God’s Sake, Margaret. CoEvolutionary Quarterly, vol. 10, no. 21, pp. 32-44. Bem DJ., Honorton C. (1994). Does Psi exist? Replicable evidence for an anomalous process of information transfer. Psychological Bulletin, vol. 115, no. 1, pp. 4-18. [Critique] [Reply] Bem DJ. (2011). Feeling the future: Experimental evidence for anomalous retroactive influences on cognition and affect. Journal of Personality and Social Psychology, vol. 100, no. 3, pp. 407-425. [Reply to critique] Bierman DJ., Whitmarsh S. (2006). Consciousness and quantum physics: Empirical research on the subjective reduction of the statevector. In: J.A. Tuszynski (ed.) The emerging physics of consciousness (pp. 27-48). Springer. Busa R. (1980). The annals of humanities computing: The index Thomisticus. Computers and the Humanities, vol. 14, pp. 83-90. Carroll L. (1865). Alice’s adventures in wonderland. Macmillan, London. Chaitin G. (2006). Epistemology as information theory: From Leibniz to Ω. Collapse, vol. 1, pp. 27–51. Cheok AD., Khoo ET., Liu W., Hu XM., Marini P., Zhang XY. (2008). Confucius computer: Transforming the future through ancient philosophy. In ACM SIGGRAPH 2008 New Tech Demos (Los Angeles, California, August 11 - 15, 2008). SIGGRAPH '08. New York: ACM. Clark A., Chalmers D. (1998). The extended mind. Analysis, vol. 58, no. 1, pp. 7-19. Clark A. (2005). Intrinsic content, active memory and the extended mind. Analysis, vol. 65, no. 285, pp. 1-11. Devine J., Welland R. (2000). Cultural computing: Exploiting interactive digital media. Museum International (UNESCO, Paris), No. 205 (vol. 52, no. 1, pp. 32-35). Dijksterhuis A., Nordgren L. (2006). A theory of unconscious thought. Perspectives on Psychology, vol. 1, no. 2, pp. 95-109. Dijksterhuis A., Bos M.W., Nordgren L.F., van Baaren R.B. (2006). On making the right choice: The deliberation-without-attention effect. Science, vol. 311, pp. 1005-1007. Dong Y. (2003). Buddhism: Education for a modern world. Hsi Lai Journal of Humanistic Buddhism, vol 4,, pp. 284-293. Dong Y. (2005). Buddhism and its contributions to culture. Hsi Lai Journal of Humanistic Buddhism, vol 6, pp. 367-380. Dossey L. (2011). Why are scientists afraid of Daryl Bem? Explore, vol. 7, no. 3, pp. 127-137. Foerster von H. (2002). Understanding understanding: Essays on cybernetics and cognition. Springer. Gigerenzer G. (2001). The adaptive toolbox. In: G. Gigerenzer and R. Selten (eds.) Bounded rationality - the adaptive toolbox (pp. 37-50). Cambridge: MIT Press. Gigerenzer G. (2004). Fast and frugal heuristics: The tools of bounded rationality. In: D. Koehler and N. Harvey (eds.) Blackwell handbook of judgment and decision making (pp. 62-88). Oxford: Blackwell. Gisin N. (2009). Quantum non locality: How does nature do it? Science, vol. 326, pp. 1357-1358. Hakken D. (1990). Human-, machine- or culture-centered computing? A view from the trenches. In: D. Schuler (ed.) Directions and implications of advanced computing-DIAC (pp. 187-207). Boston: Computer Professionals for Social Responsibility. Hameroff S. (2012). How quantum brain biology can rescue conscious free will. Frontiers in Integrative Neuroscience, vol. 6, article 93. Hofmann, W., & Wilson, T. (2010). Consciousness, introspection, and the adaptive unconscious. In B. Gawronski & B. K. Payne (Eds.), Handbook of Implicit Social Cognition: Measurement, Theory, and Applications (pp. 197-215). New York: Guilford Press. Hubbard B. (2005). The impact of religion on Western culture: A mixed legacy. Hsi Lai Journal of Humanistic Buddhism, vol. 6, pp. 55-66. Jeromson B. (2002): September II, Global Consciousness, and Jung. Psychological Perspectives: A Quarterly Journal of Jungian Thought, vol. 43, no. 1, pp. 30-35. Kahneman D. (2003). Maps of bounded rationality: A perspective on intuitive judgement and choice. In: Tore Frängsmyr (ed.) The Nobel Prizes 2002. (pp. 449-489). [Nobel Foundation], Stockholm. Kahneman D., Riis J. (2005). Living and thinking about it: Two perspectives on life. In: F. Huppert, N. Baylis, B. Kaverne (eds.) The Science of Well-being: Integrating Neurobiology, Psychology and Social Science (pp. 285-304). Oxford University Press. Kihlstrom JF., Mulvaney S., Tobias BA., Tobis IP. (2000). The emotional unconscious. In: E. Eich, J.F. Kihlstrom, G.H. Bower, J.P. Forgas, & P.M. Niedenthal (eds.) Counterpoints: Cognition and Emotion (pp. 30-86). New York: Oxford University Press. [extended version] Kung C. (2006). The art of living-part I and II. Buddha Dharma Education Association Inc. Manovich L. (2001). The language of new media. MIT Press (preprint). [REVIEW] Manovich L. (2006). The poetics of augmented space. Visual Communication, vol. 5, no. 2, pp. 219-240. Martin F., Carminati F., Carminati G.G. (2013). Quantum information theory applied to unconscious and consciousness. NeuroQuantology, vol. 11, no. 1, pp. 16-33. Milgram P., Kishino F. (1994). A taxonomy of mixed reality visual displays. IEICE Transactions on Information & Systems, Vol. E77-D, no. 12, pp. 1321-1329. Mumford MD., Rose AM., Goslin DA. (1995). An evaluation of remote viewing: Research and applications. Technical Report, American Institutes for Research, Washington, US. Nisbett RE., Peng K., Choi I., Norenzayan A. (2001). Culture and systemns of thought: Holistic versus analytic cognition. Psychological Review, vol. 108, no. 2, pp. 291-310. Norenzayan A., Nisbett R. E. (2000). Culture and causal cognition. Current Directions in Psychological Science, 9(4), 132-135. Norman D. (2008). Signifiers, not affordances. interactions, 15(6), 18-19. Pinch TJ., Bijker WE. (1984). The social construction of facts and artefacts: Or how the sociology of science and the sociology of technology might benefit each other. Social Studies of Science, vol. 14, no. 3, pp. 399-441. Quantum Mind (2003). Spin-Mediated Consciousness Theory Conference. Proceedings with Abstracts. Quantum Mind (2007). Spin-Mediated Consciousness Theory Conference. Proceedings with Abstracts. Radin D. (2013). Supernormal: Science, yoga, and the evidence for extraordinary psychic abilities. Radin D. (2008). Testing nonlocal observation as a source of intuitive knowledge. EXPLORE: The Journal of Science and Healing, vol. 4, no. 1, pp. 25-35. Radin, D., & Nelson, R. (1989). Evidence for consciousness-related anomalies in random physical systems. Foundations of Physics, 19(12), 1499-1514. Rupert RD. (2009). Cognitive systems and the extended mind. New York. [REVIEW] Schwartz SA. (2010). The denier movements critique evolution, climate change, and nonlocal consciousness. EXPLORE: The Journal of Science and Healing, vol. 6, no. 3, pp. 135-142. Senna C. (1984). Carroll's Alice in wonderland. Cliffs Notes. Sengers P., Kaye J., Boehner K., Fairbank J., Gay G., Medynskiy Y., Wyche S. (2014). Culturally embedded computing. IEEE Pervasive Computing, vol. 3, no.1, pp.14-21. Stapp HP. (2000). From quantum non-locality to mind-brain interaction. Technical Report LBNL-44712, Lawrence Berkeley National Laboratory, US. Stapp HP. (2011). Retrocausal effects as a consequence of orthodox quantum mechanics refined to accommodate the principle of sufficient reason. Online manuscript, University of California, US. Tamura H. (1999). Communication beyond reality. In: Proceedings of the HCI International '99 on Human-Computer Interaction: Communication, Cooperation, and Application Design (vol. 2; pp. 1337-1340). L. Erlbaum Associates Inc. Hillsdale, NJ, USA Tosa N., Matsuoka S., Miya K. (2003). Interactive storytelling system using behavior-based non-verbal information: ZENetic computer. In: Proceedings of 11th Annual ACM International Conference on Multimedia, 2 - 8 November 2003, Berkeley, California, USA (pp. 466-467). Tosa N., Matsuoka S., Ellis B., Ueda H., Nakatsu R. (2005). Cultural Computing with Context-Aware Application: ZENetic Computer, Lecture Notes in Computer Science, vol. 3711, pp. 13-23. Tosa N., Matsuoka S. (2006). ZENetic Computer: Exploring Japanese Culture. Leonardo, vol. 39, no. 3, pp. 205-211. Tressoldi PE., Storm L. , Radin D. (2010). Extrasensory perception and quantum models of cognition. NeuroQuantology, vol. 8, no. 4, pp. S81-S87. Turing AM. (1937). On computable numbers, with an application to the Entscheidungsproblem. In: Proceedings of the London Mathematical Society, vol. 2, no. 2, pp. 230-265. (corrections) Turing AM. (1950). Computing machinery and intelligence. Mind, vol. 59, no. 236, 433-460. Van den Noort M. (2004). The unconscious brain - the relative time and information theory of emotions. Oegstgeest: Citadel. Vannini A., Di Corpo U. (2011). Quantum physics, advanced waves and consciousness. Journal of Cosmology, vol. 14, online. Veltman K. (2014). Alphabets of Life. eBook. Wang FY. (2009). Is culture computable?. IEEE Intelligent Systems, vol. 24, no. 2, pp. 2-3. Wang Q ., Brockmeier J. (2002). Autobiographical remembering as cultural practice: Understanding the interplay between memory, self and culture. Culture & Psychology, vol. 8, pp. 45–64. Warner WB. (2002). Computable culture and the closure of the media paradigm. Postmodern Culture, vol. 12, no. 3 (online: muse.jhu.edu/journals/postmodern_culture/toc/pmc12.3.html) Weng J. (2012). Symbolic models and emergent models: A review. IEEE Transactions on Autonomous Mental Development, vol. 4, no. 1, pp. 29-54. Winkielman P., Berridge KC. (2004). Unconscious emotion. Current Directions in Psychological Science, vol. 13, pp. 120-123, Are you eligible to become a sponsor? |
||||||||
© 2007-2017 - All rights reserved | ||||||||