This design-led research investigates the transfer of puppet stop-motion animators’ embodied skills from the physical workspace into a digital environment. The approach is to create a digital workspace that evokes an embodied animating experience and allows puppet stop-motion animators to work in it unencumbered. The insights and outcomes of the practical explorations are discussed from the perspective of embodied cognition. The digital workspace employs haptic technology, an advanced multi-modal interface technology capable of invoking the tactile, kinaesthetic and proprioceptive senses. The overall aim of this research is to contribute, to the Human-Computer Interaction design community, design considerations and strategies for de...
Digital manipulatives such as robots are an opportunity for interactive and engaging learning activi...
New design methods for educating designers are needed to adapt the attributes of haptic interaction ...
My research was framing traditional animation as a design tool for documenting embodied knowledge bu...
‘Kinesthetic empathy’ refers to the experience of kinetic sensations of observed movements. It becom...
This paper presents a system that allows end users to design full body interactions with 3D animated...
Performers and artists wishing to make collaborative improvisations using three-dimensional computer...
Machine haptics has been shown to assist and enhance human–computer interactions. Research from prev...
Most interactions with physical objects are based on three senses: Sight, hearing and touch. Althoug...
Stop-motion animation history has been put on paper by several scholars and practitioners who tried ...
While digital puppeteering is largely used just to augment full body motion capture in digital produ...
As immersive technologies are increasingly being adopted by artists, dancers and developers in their...
A sculptor's sense of touch is paramount because we experience sculpting in the iterative process of...
In this research, the researcher cleared up the importance of modern technology usage through a self...
The recent advent of haptic devices (one of the tangible user interface technologies for design) off...
This paper documents and analyzes a set of experimental prototype applications for interaction with ...
Digital manipulatives such as robots are an opportunity for interactive and engaging learning activi...
New design methods for educating designers are needed to adapt the attributes of haptic interaction ...
My research was framing traditional animation as a design tool for documenting embodied knowledge bu...
‘Kinesthetic empathy’ refers to the experience of kinetic sensations of observed movements. It becom...
This paper presents a system that allows end users to design full body interactions with 3D animated...
Performers and artists wishing to make collaborative improvisations using three-dimensional computer...
Machine haptics has been shown to assist and enhance human–computer interactions. Research from prev...
Most interactions with physical objects are based on three senses: Sight, hearing and touch. Althoug...
Stop-motion animation history has been put on paper by several scholars and practitioners who tried ...
While digital puppeteering is largely used just to augment full body motion capture in digital produ...
As immersive technologies are increasingly being adopted by artists, dancers and developers in their...
A sculptor's sense of touch is paramount because we experience sculpting in the iterative process of...
In this research, the researcher cleared up the importance of modern technology usage through a self...
The recent advent of haptic devices (one of the tangible user interface technologies for design) off...
This paper documents and analyzes a set of experimental prototype applications for interaction with ...
Digital manipulatives such as robots are an opportunity for interactive and engaging learning activi...
New design methods for educating designers are needed to adapt the attributes of haptic interaction ...
My research was framing traditional animation as a design tool for documenting embodied knowledge bu...