PILOT: Unlocking Body Memories for Creativity: Controlling Virtual Characters with Tangible Interfaces to Augment Expression and Cognition
PILOT: Unlocking Body Memories for Creativity: Controlling Virtual Characters with Tangible Interfaces to Augment Expression and Cognition
批准号:
0757370
负责人:
Alexandra Mazalek
金额:
$0.0万
依托单位国家:
美国
项目类别:
Standard Grant
财政年份:
2008
资助国家:
美国
项目状态:
已结题
起止时间:
2008-08-01 至 2011-07-31
中文摘要
该项目扩展了三个不同的研究领域:概念运动理论、虚拟环境和有形界面,并寻求从根本上增强人类的创造力。艺术创造力的一个核心组成部分是想象和表演新动作的能力。认知科学中的观念运动理论认为,想象和行动在大脑中共享一个共同的编码。该项目使用虚拟环境和有形界面扩展身体记忆。前提是,增强创造力包括扩大一个人可以产生的解决方案的数量,即拓宽创意空间。该项目开发了一个环境,其中包括电子游戏角色,这些角色通过有形的用户界面编码我们的身体动作,作为扩大玩家身体记忆的一种方式。该项目是多学科的,可能产生一系列更广泛的科学、技术和社会影响。在科学方面,该项目将有助于更好地理解想象、运动学习和动作感知背后的认知机制。这对解决冲突、医疗康复和教育技术等领域具有潜在影响。在技术方面,各种各样的应用都是可能的,包括在观众中产生特定角色印象的动作模板组合,以及分离和强调人类认为是生物的动作特征的算法。在社会方面,一旦运动模式变得可互换?在美国,通过分享整个身体的运动模式,就有可能在网上分享整个个性。这可能会导致对他人更精细的理解和同情。
英文摘要
This project extends three different research domains: ideomotor theory, virtual environments and tangible interfaces, and seeks to augment human creativity in a fundamental manner. A central component of artistic creativity is the ability to imagine and perform new actions. The ideomotor theory in cognitive science suggests that imagination and action share a common coding in the brain. This project extends body memories using virtual environments and tangible interfaces. The premise is that augmenting creativity involves expanding the number of solutions one can generate, i.e. broadening the creative space. The project develops an environment that includes video game characters that encode our body movements through tangible user interfaces as a way to broaden the body memories of the player. The project is multidisciplinary, and has a range of possible broader impacts, scientific, technological and social. On the scientific front, the project would contribute to a better understanding of the cognitive mechanisms underlying imagination, motor learning and action perception. This has potential implications in areas such as conflict resolution, medical rehabilitation and educational technologies. A variety of applications are possible on the technology front, including template combos of movements that generate specific character impressions in viewers, and algorithms that isolate and accentuate movement features that humans perceive as biological. On the social front, once movement patterns become ?swappable?, it would be possible to share entire personalities online by sharing whole body movement patterns. This could lead to more refined understanding and empathy for others.
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会议论文
WORKSHOP: Graduate Student Consortium at the 2011 Tangible, Embedded and Embodied Interaction (TEI'11) Conference
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批准号:1045671
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项目类别:Standard Grant
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资助金额:$2.5万
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财政年份:2011
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负责人:Alexandra Mazalek
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依托单位:
海外基金