TY - GEN
T1 - Augmenting Embodied Sensemaking Using VR-Enabled New and Unusual Perspectives
AU - Smit, Dorothé
PY - 2020
Y1 - 2020
N2 - Since the launch of the first Oculus Developer Kit in 2013, consumer and commercial adoption of VR and AR technology has arrived beyond the early-adopter stage. This widespread availability of VR and AR headsets raises challenging and exciting questions for researchers in the field of embodied interaction: how do we design embodied interactions in VR? Can we improve (social) sensemaking beyond the natural body? What new opportunities for embodied interaction have presented themselves, thanks to this new technology, and how can we best use them? To address these questions, my research focuses on designing new interactions with VR systems that go beyond the (digital) gaming context, especially including tangible interactions from new and unusual perspectives, made possible by the new developments in the field of VR technologies. In my thesis, I aspire to present a framework of embodied sensemaking informed by new and unusual perspectives, enabled by virtual reality technology, developed in a Research through Design process.
AB - Since the launch of the first Oculus Developer Kit in 2013, consumer and commercial adoption of VR and AR technology has arrived beyond the early-adopter stage. This widespread availability of VR and AR headsets raises challenging and exciting questions for researchers in the field of embodied interaction: how do we design embodied interactions in VR? Can we improve (social) sensemaking beyond the natural body? What new opportunities for embodied interaction have presented themselves, thanks to this new technology, and how can we best use them? To address these questions, my research focuses on designing new interactions with VR systems that go beyond the (digital) gaming context, especially including tangible interactions from new and unusual perspectives, made possible by the new developments in the field of VR technologies. In my thesis, I aspire to present a framework of embodied sensemaking informed by new and unusual perspectives, enabled by virtual reality technology, developed in a Research through Design process.
KW - embodied interaction
KW - embodied sensemaking
KW - perspectives
KW - social sensemaking
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85082459524&partnerID=8YFLogxK
UR - https://www.mendeley.com/catalogue/4440ba8a-ea06-3989-aced-c9bfd9735f7e/
U2 - 10.1145/3374920.3374962
DO - 10.1145/3374920.3374962
M3 - Conference contribution
SN - 9781450361071
T3 - TEI '20
SP - 917
EP - 923
BT - TEI 2020 - Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied Interaction
PB - Association for Computing Machinery (ACM)
CY - New York, NY, USA
ER -