Self Compiled Plot - Step to Understanding - Ana Rink - Ronny Reichmann
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Transcript of Self Compiled Plot - Step to Understanding - Ana Rink - Ronny Reichmann
8/14/2019 Self Compiled Plot - Step to Understanding - Ana Rink - Ronny Reichmann
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gesture based interactions in museums – prof. p. heidkamp – ws 07/08 – kisd
ana rinkronny reichmannself compiled plot step to understanding
8/14/2019 Self Compiled Plot - Step to Understanding - Ana Rink - Ronny Reichmann
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8/14/2019 Self Compiled Plot - Step to Understanding - Ana Rink - Ronny Reichmann
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Table of Contents
Introduction ............................................................................................................. 1
Research phase I .................................................................................................... 5
First proposals ..................................................................................................... 17
Research phase II ................................................................................................. 19
Research phase III ................................................................................................ 21
Second proposals ................................................................................................. 33
Final concept ........................................................................................................ 49
Testing facility ...................................................................................................... 57
Conclusion ............................................................................................................ 59
References etc. ..................................................................................................... 61
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i n t r o d u c t i o n r e s e a rc h p h a s e o n e f i r s t p r o p o s a l s r e s e a r c h p h a s e t w o
“A chain can only be as strong as it’s weakest link.”
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“Museums have recently developed a strong interest in technology, as they are
more than ever before in the orbit of leisure industries. They are faced with the
challenge of designing appealing exhibitions, handling large volumes of visitors,
and conserving precious artwork.
They look at technology as a possible partner which can help archive a balance
between leisure and learning as well as help them be more effective in convey-
ing story and meaning. Technology can help construct a coherent narrative of
an exhibit for the visitor by creating experiences in which the objects on display
narrate their own story in context. Using interactive techniques embedded in the
physical space museums can present a larger variety and more connected ma-
terial in an engaging manner within the limited space available. The interaction
systems enhance the memory of the visit and help build a constructivist-style
learning experience for the public.” [1].
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research phase three second proposals f inal concept test ing facil i ty conclusion
The concept of the spanish agency GPD is fresh and something new in the land-
scape of museums around the world. The contents architecture and the meta-
phorical connection to the architecture of the building, are the strong aspects in
it´s exhibitions.
By testing the systems, made available to us by Alterface and Realtime Visions,
we encountered usability and ergonomic difficulties that cannot be dismissed.
Using both systems is not intuitive at all. It feels unresponsive and slow. One has
to consciously and perpetually adjust its gestures to “force” the system to react
in a proper way. Reducing the extent of the target group to technical enthusi-
asts is not the right way to follow. After discussing this issue we realized that
we didn’t want to contaminate GPD’s strong concept with such a weak link and
therefore decided to NOT call this situation a problem, but a chance to create a
less error-prone and by design more ergonomic and easier to implement inter-
face.
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By one of our periodic state-analysis one more difficulty was encountered: The
amount of unconscious and therefore usable gestures is small, but a by-pass-
ing visitor has in every case to be taught how to use such an interface anyway.
Especially by keeping in mind the average time a visitor should be allowed to use
the interface, teaching gestures, that a visitor is not used to, seemed the w rong
way for us. We didn’t want to fiddle with more or less graphically / superficial
quick- and dirty-solutions. There had to be more in order to stay with the high
level of GPD’s concept.
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Research phase I
“Research is the basis of knowledge”
In the first “Gesture based interactions in the museums” project meeting some
important questions about the use of interactive interfaces in the museums
were made. The project group split the questions into the following categories:
technology, information structure, target group, gestures, attention,
group mode and added value. Our group summarized the questions
about gestures. Then the search for detailed information about dif-
ferent gesture types and existing gesture-based computer systems
followed. Here we provide the questions about gestures:
The first and very general question: Why using gestures?
We found different answers to that question:
Interacting with gestures is a natural and powerful way of communi-
cation, it´s the first thing that babies learn [2].
“Brainstorming” in the project room
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research phase three second proposals f inal concept test ing facil i ty conclusion
Using gestures adds a value by: personal dislinking of keyboards, mice and other
transducing devices expand the range of possibilities of computer usage start
being physical again (natural interaction) [3].
Feedback – How can we make the user believe and understand that his
gestures are causing an action in the interface (the user has to get a
feedback about his actions)?
The representation of the user on the screen. Physical feedback about
his actions.
Example 1: Hiroshi Ishii in Tangible User Interfaces (“image: music
bottles”) uses physical output to user´s actions, like changing of col-
ors, sound and even form of the interactive device [4];
Example 2: While analysing the Wii interface (Nintendo Wii) we en-
countered some problems like the lack of calibration between user´s
movements and the movements of the cursor which left the visible
Hiroshi Ishii, tangible interface
“Music bottles” (1999)
Nintendo Wii interface
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projection space by every hand movement; there is a positive aspect in the Wii
interface - the vibration of the control device when the virtual hand is touching
the surface of the buttons. This kind of feedback is very important for instance
in the “Virtual flights” learning systems where the tactile connection between the
pilot and the machine gets lost [5];
Conventions – What human gestures are universal and culture independent?
a) Gestures don’t have single meanings/are not monosemantic unambiguous se-
mantic meaning.
b) Gestures for elementary needs are same in different cultures (like threatening
with a finger).
c) Gestures are a culturally formed working process: the humans need for hapti-
cal movements – grabbing working tools. The hand as the most developed
working tool is involved in the creation process of virtual objects (for instance
the gesture of forming a hole in the sand) [5].
d) Gestures have cultural background (outgoing gestures in italian culture, ingo-
ing getures in japanese c ulture).
Some simple hand gestures
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e) Gestures developed by groups (ex.: football coach gestures).
f) Gestures can not only convey the content but be involved in moderat-
ing the process of interaction [6]
How to avoid errors of different meanings?
a) Create a clear and simple Norm-language
b) Accommodate the user´s inexperience and errors: using daily-life
gestures for the interaction with the interface can cause misunder-
standing (when the interaction gesture duplicates the normal-life
gesture) [6].
Which gesture fits to which navigation convention?
Use of the hand gesture for appropriate tasks: it is important to choose carefully
the tasks that gesture input is going to be used for. While gesture input is natural
for some navigation and direct manipulation tasks, it is inappropriate for tasks
that require precise interaction or manipulation. These tasks typically require
some form of physical contact. [6].
Using the Alterface interface “Salto” in the project-room at KISD
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Example: using the interface of Alterface “Salto”, the finger is pointed to the
screen as a mouse pointer for moving the cursor, but when you have to select
something you tend to tense your arm and make short movements similar to
clicking the mouse and if you don’t get the feedback it becomes a negative expe-
rience.
Input types – are other input types than gestures (voice command, acustic sig-
nals, movements) possible?
a) Body movements. In the game “Collabola” the body movements are sent as
command to the computer [7]. A simple body movement can be interpreted as
a gesture too. We found an example, where a natural body movement can de-
termine the displaying of the information on the computer system. This is an
experimental work “Draussen” by Patrick Juchli (HyperWerk/fachhochschule
beider Basel) - video installation with sensoring the breathing of the user.
A frame from film “Draussen” by P.Juchli
“Collabola” game, Interaction
Design Institute Ivrea
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“Draussen” installation is a reflective interaction between analog and digital
time. The author is building different narrative sequences in accordance to
human body movements (breathing) [8]
b) Distribution of weight: the system detects users declination – when his body
tends to one side or to the other
c) Simply approaching the system
d) Gaze detection. “Even rudimentary gaze recognition adds power to the inter-
face. As an example of this Bolt used the Media Room to design an interface
called “Gaze-Orchestrated Dynamic Windows”. This involved showing up to
thirty different moving images at once on the wall display, complete with a ca-
cophony of their soundtracks all combined into one. Gaze detection was then
used to change the relative size of each of the moving images. If the users
gaze was fixed on a particular channel all the soundtracks to the other chan-
nels were turned off. If they continued watching, the image would zoom to fill
the wall display. The net effect is that the computer filters out all but the in-
formation of immediate interest to the user, just as humans do when engaged
in conversation” [9].
Media Room by Richard Bolt, 1984
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Intuitive and ergonomic – How to make the user feel confortable
by controlling the interface?
a) Using phidgets (physical widgets or phidgets are to physical user interfaces
what widgets are to graphical user interfaces. Similar to widgets, phidgets
abstract and package input and output devices [10]). Phidgets make the user
believe that his natural body movements influence the physical action in the
system (like pedals in the c ars controlled by electronic system)
b) Using simple actions based on common experience: “If something has a
handle, we grab it, if something has a base bigger than it’s apex – we should
keep the base downward [4].
c) Using natural and intuitive gestures. Using an interface is a subjective experi-
ence, a harmonic gesture, adapted to the psychology and physique of the user,
is accepted better than a forced innatural movement [11].
Example 1: Roller Controller - an input device for young children. Children
are having trouble looking at the screen while touching the control device.
The rotation movements on a big bal l are accepted better by children than
using a mouse-similar device [12].
Phidget RFID prototype
Roller controller – an input
device for children
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Example 2 : Nintendo Wii
The cursor isn’t calibrated well with the screen-size and the gesture of the
user – it moves too fast in comparison to the input device movements. A
small movement of the hand holding the device and the cursor goes out of
the visible area of the screen.
Example 3 : QuarkXpress programme
By the movement of the mouse towards and backwards the
image is zoomed out and zoomed in – intuitive like move-
ment in the space [4].
Example 4: Video Wall and interactive carpet by F.Sparacino:
it´s large scale installation which uses two projection sur-
faces: one vertical and one horizontal. The horizontal sur-
face is a large map projected on the floor. People physically
walk onto different locations of the floor map and trigger
Movement of the cursor on the
Nintendo Wii game projection
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QuarkXpress application-window
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consequently the front surface projection to show the correspondent vi-
sual and auditory information. One can see the floor map projection like a
mouse pad, the person walking onto the map like the mouse driving the sys-
tem, and the vertical large projection screen as the computer display [13].
This system is intuitive because the user influences the image on the front
screen by walking like moving through the real-life space.
d) Not too complicated system. The aimed immersion of the user into the system
occur when the psycological connection with the medium is understood [14].
e) Avoiding tiredness/repetition. To many mouseclicks or repetetive gestures can
tire the user. On the other Hand, if the gesture is repeated to rarely, the user
can forget how to use the gesture.
f) Avoiding errors by setting the right duration. In critical situations the most
of the people tend to use familiar gesture patterns. Sometimes the slowing
down/deceleration of the gesture can be the scope of the project, because it
permits the user to remember better the command and its consequence. For
instance a quick mouse clicking can lead to “overclicking” important informa-
tion and warning messages.
F.Sparacino Video Wall and
Interactive Carpet, 1999
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g) A meaningful connection of the gestures and the action. In one of the first
gesture based interface languages the gesture “Loslassen” is intuitive. The
other gestures require a learning process and are not intuitive and connected
to natural actions [15].
Is there a sense for calibration and training before starting using the interface?
If the interface attracts the user and its use is a longer period of time and in
many places of the exhibition it’s worth to make the training. But if the system
will be used only once and it’s usage is too complicated, the user will probably
leave. On the other hand the trained users will feel challenged by the complicated
systems and will feel satisfaction after the usage.
The Introduction can scare the visitor if he is not con-
vinced (“what will it bring to me”) – it´s the entrance/
door effect (A.Horbelt, Triad Berlin).
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One of the first gesture-
based-languages for
communicating with
a computer
Andreas Horbelt (Triad, Berlin) talking about interactions in the museums
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The list of analysed interactive interfaces:
• Hirosh Ishii Music Bottles (1999) [29]
• Video Wall and interactive carpet: MetaSpace by F. Sparacino (1999)
• Charade by Baudel&Beaudouin-Lafon (1993)
• Alterface “Salto” interface
• Realtime Visions interface
• Alive magic mirror by Pattie Maes (1995) - the first
interface with user projected inside the picture
• Media Room by Negroponte´ s Architectu re
Machine Group (1984)
• Collabola game (Ivrea Interaction Institute, 2004)
• Nintendo Wii (2006)
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Exploring the interface provided by Realtime
Visions, project room at KISD
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First proposals
Grabbing cubes (Ana)
The proposal “Grabbing the cubes” is based on the re-
search about natural human gestures. The user is sup-
posed to point at the “flying” menu points and then grab
with both hands the points he would like
to know more about and drag them into the
main area of the screen. Then the cube would
become larger and in one of the cube faces
would start a movie clip.
“Grabbing” the cube with both hands
Selecting a cube from the rotating menu
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Rotating exhibition pictures (Ronny)
This proposal is about how the idle-mode of the interac-
tive system might look like and how the system could catch
the attention of the bypassing visitor. The process is di-
vided into three parts: idle mode, passive mode and active
mode. The system has to differenciate between 2 distances
a visitor might pass by. The distance of the proper track-
ing and recognition of user´s gestures is a short distance.
If a bigger distance separates the user from the interac-
tion device, the system is able to realize at least that there
is something moving from one position to another. The
long-distance-recognition is used for the passive-mode,
the short-distance for the (inter)active-mode. The action
of coming-closer, the in-between long- and short-distance
has also to get recognized.
IDLE MODE
some elements are circling around
invisible centre
1 PASSIVE MODE
visitors passing by are affecting the
foremost elements
2.1elements aim to face the visitor
2.2
elements revert to IDLE MODE after
visitor did pass by
3 PASSIVE MODE
same behaviour if visitor is passing
by from other direction ...
4 ... and revert to IDLE MODE5
ACTIVE MODE
orbit of elements gets minimized
orbit speed increases
6.1visitor in process of getting nearer
6.2visitor in optimum p osition:
elements get ordered
6.3
Storyboard “Rotating exhibition pictures”
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Research phase II
In addition, a research about the classification of existing interactive systems
was made and the classification of interaction experiences by italian researcher
Flavia Sparacino:
Interactive experiences:
a) Scripted Systems (rigid interaction)
b) Responsive systems (a certain amount of options)
c) Behavioral systems (the response is not always the same)
d) Learning systems (the system can learn new b ehavior)
e) Perceptive systems (allow to simulate emotion) [16].
One of the first responsive systems,
ALIVE interface, 1995
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research phase three second proposals f inal concept test ing facil i ty conclusion
By analising this taxonomy we realised that interaction systems like the one pro-
vided by Alterface could be described as Responsive systems (it gives a certain
amount of options to the visitor and the public after trying all the possible op-tions is often not attracted back to the piece). So the critical point in such a sys-
tem is to be able to engage the visitor to the experience. Therefore to engage the
visitor we have to concentrate on elaborating an original and unexpected content
presentation style and conveying the visitor through the system by using drama-
turgy, drawing his attention away from the technological limitations.
Behavioral interactive system “Rea”
by Cassell, 1999
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Research phase III: Dramaturgy
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Gustav Freytags analysis
After the presentation of available technologies (Alterface and Realtime visions)
and trying them out some usability p roblems were encountered. The user is con-
centrated too much on “struggling” with the interface and could loose the con-
nection to the value of the exhibition. The focus switched to the construction of
dramaturgy which would involve the user and make the
interaction more natural.
The dramatist and novelist Gustav Freytag [17] is well
known for his analysis of Greek and Shakespearean
drama. He abstracted Aristotle’s drama-structure
further and adapted it to some more modern aspects
of storytelling. Where Aristotle named the vertices,
in the so called Freytag’s Pyramid there are also two
additional names for the meta-levels of drama – the
raising and the falling action – alongside a more meaningful nomenclature of the
vertices. Another approach that is opposite to Aristoteles structure is Bertolt
Brecht s Epic Theater concept. “It was this conception that Brecht abhorred,
Exposition
Climax
Rising Action Falling Action
Denouement
Gustav Freytags Pyramide
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and that he called, knowing that Goethe and Schiller had based their theory on
Aristotle’s Poetics, the Aristotelian concept of drama, the drama of catharsis by
terror and pity, the drama of spectator identification with the actors, the dramaof illusion, which tries to create magical effects by conjuring up events which
are represented as totally present, while palpably they are not. Such a theater
therefore was a fraud. Brecht, the rationalist demanded a theater of critical
thoughtfulness, an epic theater” [18].
The research about different dramaturgies revealed, that the epic theater by
Bertolt Brecht was closest to the spanish classic theater tradition in it´s didactic
character. The so called “World-theater” - typical for the spanish theater school
has didactic character in the representation of a thrustful relation between God
and mankind. “Do it right, God is above you” - in this phrase from the theater we
see the non-acceptance of misbehaviour and the ability to change things: “God
gave the man the possibility of making his life better” [19]. The mentioned state-
ment is very close to the Brecht´s theater concept of
non-acceptance of the reality.
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Recording the speech of B. Micka (GPD), where he told that the aim of the Exhi-
bition “Memory of Andalusia” is the didactic effect on the visitors, the decision
of working on dramaturgy was made. The dramaturgy for this exhibition shouldleave out the pure technology-demostrating immersive effects and concentrate
on the way of introducing the content. Nowadays the most of the exhibitions
follow the Gesamtkunstwerk concept (typical to the american theater and cin-
ema school too) where the actors create the illusion of immersion and make the
visitors identify with the characters represented by ac tors. The visitors are im-
mersed in this created world, they experience trance, magic, narcotic and hyp-
notic effects and they accept what is happ ening on the stage - “life is like that”.
But they are not forced to think. Whereas in the classic theater and the epic
theater the alienation is created by wearing masks, keeping distance between the
actor and his character and therefore between the actor and the audience. T he
audience doesn´t accept, what is happening on the stage, it´s vision is irritated
by contradictory actions of the ac tors, sudden alterations of the scenes, involv-
ing of unexpected characters, this way the barrier to empathy is created. “Life
doesn´t have to be like that, there are options”. This theatrical approach has a
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Gestures in the theater
The research about gestures in the theater science followed. We analysed the
french theater scientist Francois Delsarte work about gestures [20]. One of the
most characteristic Delsarte s statements is, that the gesture of the actor can
convey personality and emotions. T his opinion is opposed to Stanislavski´s meth-
od [21] used in the Soviet Union and American theater schools, which teaches to
imagine the characters emotions and feelings that will automatically convey to
the right gestures. According to Delsarte´s, there are three types of gestures:
a) individual gestures
b) cultural gestures
c) emotional reactions
Delsarte also describes the attitudes of the hand by talking about an imaginary
cube: he divides the hand gestures into 7 types. For instance, one of them is the
“support” gesture when the palm of the hand is on the bottom face of the invis-
ible cube [22]. This classification of the gestures could be really useful on small-
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scale-interfaces, but not suitable to the “Andalusia Memory” exhibition interface
because of the technological limits. The tracking of the hand movement, position
and rotation requires a very sophisticated technology and the imprecise inter-pretation of hand movements can cause misunderstanding and delusion. Al-
though a very precise hand-movements interpretation is possible with so-called
“cyber-gloves”, but in the environment of a museum a distribution of such expen-
sive devices to every visitor is unconvenient.
Gestus
The next step in d eveloping our concept was finding out more about the tech-
niques of Bertolt Brecht´s Epic Theater [18]. The gesture or “Gestus” has a very
important role in it. T his term expresses all basic human at titudes, not merely
gesture, but all signs of social relations: department, intonation, facial expres-
sion. The gestic language of Brecht is characterised by pause, parallelism, coun-
terpointing. There is a basic attitude in all scenes, for instance despair, defiance,
submission.
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The Gestus is a central basic action that repeats in all scenes. All scenes are
rounded and complete themselves, but there is the main attitude that connects
them.
Analysis of an example of Epic Theater technique:
“Baal” (B. Brecht)
The analysis of
the film “Baal” by
B.Brecht [23] rein-
forces the knowledge
of his cinematic tech-
niques that could be
applied to the exhibition environment too. For sure an exhibition is not a cinema
nor a theater piece, it differs by it´s inconstant character like the movement of
the visitors through the space, no boundaries like tickets or start-time. Therefore
the timing of the piece in the interactive system should consider this absence of
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Construction of the concept on the base of research
“Combination of understanding people and telling stories rather than understand-
ing technology and building devices” (David Kelley)
On the base of our research we realised that the movement of the body could
be interpreted as a gesture if it transmits information to the system and can be
interpreted by the system.
The gesture influences the state of mind of the actor according to F.Delsarte
[20], so it´s very important to choose the right gesture to convey the user to the
right psycological reaction. The reduction of the usage of gestures to a minimum
is motivated by the current technology p ossibilities, that don´t allow a perfect
interpretation of every human gesture like in the interpersonal communication.
Therefore the following decision was made: to concentrate on the development
of a dramaturgy, which will involve the visitor of the exhibition, instead of using
complex interaction methods.
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The chosen dramaturgy is based on the Epic Theater concept by B.Brecht be-
cause of it´s high didactic effect and effective narrative approach.
We will adapt the following methods from the Epic Theater concept:
a) create distance between visitor and the system;
b) alienation effect experienced by user through clear separation present-past
time;
c) connection to the content by storyfying it and choosing common and known
topics, focus on social relations, human value through time;
d) creation of contradiction by unexpected past-present scenes alteration (non-
linear narrative structure) - the user has to be slightly irritated and forced to
think;
e) “boil down” to one essence the interaction, not making people playing too
much with the system.
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It is possible to transfer this cinematic and theatric techniques to an exhibition
concept, by keeping the duration in mind. Cinematique techniques used in anexhibition environment have to be much shorter in order to not conflict with the
expectations of the visitor. At the end, this techniques are nothing more or less
than tools to formulate the content, to create a narrative structure.
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In order to combine the two quite contradictory functions: to alienate the user
from the system and to connect him to the content, we decided to use in additionto the front screen a bottom screen which is distanced from the front screen.
The initial idea was to separate these two information layers - the one shown
on the front screen (is referred to the past) and the one shown on the bottom
screen (which is the connection between the past and the p resent). The visitor
cannot affect directly the reality of the front screen - he´s not allowed
to, because it is impossible to change the past. Therefore he can find
the connection to the past events through metaphors - objects ap pear-
ing on the bottom screen, which symbolise the left-overs from the past,
the memories which he can affect by stepping on them and they will
guide the spectator through time.
Second proposal: front screen + bottom screen
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Constructing a story
As mentioned above the exhibition environment is not the same like cinema or
theater environment. But the presentaton of the information in these differentenvironments is based on the construction of a narrative structure, and ap-
plying of a dramaturgy. “People experience their lives as a narrative. Amongst
cognitive psychologists, Jerome Bruner stressed the importance of story, as
the means which structures our perception and communication. He reminded
us that thinking cannot be reduced to mere information processing and sorting
into categories and that narrative is our main instrument of making-meaning,
the embodiment of culture, communication, and education. The history of archi-
tecture offers innumerable examples of places which embed and narrate a story
through their spatial layout and décor. By looking at the sequence of floor plans
of historical buildings through the centuries, from the Greek temple, to the Ro-
man church, the medieval dome through today, we understand how a rectangle,
a circle, a cross, or other more complex figures, transmit a message through the
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centuries. This message is a story about how people through times relate to life,
nature, and spirituality.” [24].
The concept “Step to understanding” is based on a dramaturgic approach, there-
fore the content is the main actor and a constructed example story can help to
test the visitors reaction.
The first attempt was the creation of a moodboard based on our general knowl-
edge about Andalusian history and creating a sketch of a story which would be
based on human relationships and values seen through time. In this sketch our
intention was to show how the alteration of past and present events connected
by one topic would work.
Step to understanding
The basic gesture is a step on a screen that is embedded into the floor. The
screen has to be able to recognize feet-movements on it’s surface. Therefore
just an easy change in position means interaction. As mentioned above the at-
tempt to “boil down” the possible gestures to one simple and strong gesture or
“Gestus” allows the user to concentrate maximally on the narration. The ges-
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ture of stepping is one of the most simple and intuitive gestures, that does not
require a big concentration. According to the example mentioned in the chapter
“Research phase I” - Video wall and interactive carpet by F.Sparacino, the sys-
tem created by this scientist encountered positive results in terms of ergonomy
and intuitive exploration of the narrative space. Of course the switching of the
attention from the bottom to the front screen and viceversa has to be taken into
concideration. This swoping of attention seems to be natural, because in the
everyday life by walking we gaze to the ground time by time. Nonetheless, to
be sure of the functionality of this system a series of experiments and testing
should be made in the future.
On the second stage we designed a proposal based on 2 screens approach, these
are the main points describing it:
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Organisation of the space
2 screens in every corner of the exhibition hall. The 4 screen-areas in the exhi-
bition hall are referred to 4 themes or filters: Fire, Water, Sand and Air. The fire
area represents the more dramatic point of view – crucial points in the A ndalu-
sian History like wars, revolutions, catastrophes, emigrations, political changes
etc. Water area represents changes in the social structure. Air refers to religion
questions. Sand is about agriculture, industry, economy issues.
Interaction
• The visitor is not selecting options, he is made believe that he can decide, but
he is guided by the dramaturgy
• The story is transferring him into a mood of “i-wish-to-understand”, by: alien-
ation, confusion, objection
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• In the beginning the visitor is tought by the system which movements he can
use. He sees the footprints appear in front of him - that gives him the idea to
step on them.
• By stepping onto another screen-area, the visitor performs the “step to un-
derstanding”
• The user is set in the mental situation of letting him “touch” the past by his
mind through understanding
• If more than one person is standing on the bottom screen, the first step per-
formed is recognised.
• So if one user leaves the screen, another can continue without interrupting
the story
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Information structure
• Information has to be “storyfied”
• Story has to be split up into scenes with a past-present-alteration
• Unidimensional structure where interaction is just confirmation on one hand
and a non-linear story on the other hand.
Creating alienation by contradiction
• past-present-transition
• sound- & talk-contradiction (sound and projection is used for time-transitions
or time-shifts, to create feelings of alienation, confusion or objection)
• bottom-front-screen-contradiction
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Story-example
1) A bunch of sand on the bottom screen
2) Step onto it: see the front screen change to display bare feet walking on
sand
3) Hear high heels walking on concrete
4) Suddenly the scene is changing: showing a woman on high heels meeting her
friends on the street
5) People are talking to each other – getting more and more amused
6) Suddenly someone begins to talk about a special topic; the group is entering
a restaurant: camera shows them passing the doors
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7) After a while they are all transferred into the past, talking about the same
topic, that also fits into that time
8) The group is sitting down to a table
9) The scene suddenly switches ones more to the present, but the sounds and
talks stay the same
10) The topic of talking is changing to religion, camera rotates to show the floor
between the tables
11) A muslim in an archaic vesture is going along, kneeling down from time to
time
12) As the camera completes its rotation the people are no longer sitting on the
table, but on the floor, they are religion-students in an old musque
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13) The camera is once more moving across. A pylon is visible. After passing
the pylon we are back with the people sitting around the table
14) They begin to eat and one can hear the sound of spoons and knifes on por-
celain
15) The camera is moving from showing the whole scene to only showing some
part of the table, while sounds go on
16) Suddenly the surface of the wooden table changes being aged and looking
used now. We hear the same sounds like before
17) The camera is moving up and shows woman that is washing the dishes in a
tub: she is making those sounds
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Andalusian history
After the presentation of this concept the research about real facts from Anda-lusian history was made in order to concentrate on the content itself. Taking into
consideration the main p eriods of Andalusian history, the most influent on the
formation of the Andalusian culture and religion is the Arabian invasion or Emir-
ate Al-Andalus and later the Caliphate of Córdoba. That was the time that affect-
ed very much the development of andalusian society, art, culture, religion. The
geographic position of Spain was of a big importance in the historical changes,
so as it plays an important role nowadays, when the immigration rates increase.
Some guidelines that connect that period with the modern spanish society were
created with a particular focus on one of the topics proposed by GPD - the An-
dalusian Art and Culture. In following the extract from Andalusian History de-
scription in short is provided:
“The independent Emirate Al-Andalus and later the Caliphate of Córdoba (chal-
lenging Bagdad) mark the blooming time of the Omayyade d ynasty and thus the
Arab culture in Andalusia. Córdoba becomes the center and melting pot of dif-
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ferent cultures and religions. Trade, science, handicraft and arts experience a
long succeedful period. Starting from 1031 the Caliphate disintegrates into small
Islamic reigns. Almoravids and Almohads (Berber) alternate their rulership until
the 13th Century. After the fall of Córdoba (1236) and Seville (1248) the Nasrid
Kings maintain their kingdom in Granada for two and a half centuries more. The
last Moor king Boabdil hands over the city of Granada to the Catholic Monarchs
Isabel and Fernando in January 1492 and moves to the
Alpujarra mountains.” [25].
Many aspects of Andalusian society life were affected during the Arabian period:
the scripture (even an mixed Arabian-spanish scripture was invented by Mude-
jares (Mauren); All the wood-carving works were made by Arabian woodcarvers.
In the architecture the Arabian architectural elements influenced the Spanish
architects. Folk songs and dressing manners changed too [26], [27].
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The story in the concept “Step to understanding” is based upon the following
topics: crossing the borders, transferring to another country as a metaphor of
big changes in Andalusian History, religion and culture. The story of transfer-
ring, of migration is talled, the integration in a strange culture of a symbolic
person – a man from Morocco, who could b e a symbol of conquest process in
medieval times and migration nowadays. The visitor is invited to think how these
simple situations influenced the everyday life of the w hole country. The specta-
tor is connected to the story, because the situation seems to be familiar to him
– he knows about the migration problems from the media. But the comparison of
this modern process to the conquest process in Arabian times seems unexpect-
ed, new and contradictory. This comparison makes him ask questions and think
why we confront these scenes from different times. Moving forward through the
story more and more elements show our intention – the metaphoric objects, that
show connections between Arabian and Spanish culture appear, like a box found
in an Andalusian church made by and Arabian woodcarver, or some Arabian
scriptures on a house wall in a Spanish village.
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serves to understand better the history and to find a connection to it. In this
case the visitor of the exhibition is like a system that is preserved of elab orat-
ing the information from scratch because it is provided with some facts linked
to something already existing in his memory. This linkage to his own experience
(like the facts about imigration in contemporary Spain) helps to
involve the visitor.
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Finalisation of the concept
The concept “Step to understanding” gives the visitor few possibilities to interact
and aimes to guide him through this process by dramaturgic narration. The group
mode interaction has to be concidered too (when the other visitors approach in
the middle of the process they don´t know what is the story about). The doubts
about visitors attention during the whole storytelling p rocess leaded to the idea
of “Self Compiled Plot”.
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Connection
The concept “Self compiled plot” is tailored to the structure of the museum, soevery quarter has its own meaning based upon the blueprints of GPD. The kind
of information our concept is about is best described as “hu man value”. This
means the state of mind of a time. Immaterial values like emotions and faith pl ay
a decisive role. The awakening of the collective memory is the aim of the con-
cept.
BenefitsThe etimologic meaning of a gesture is a movement which could be interpreted
as meaningful to the receiver of the information (the system) and the surround-
ing persons. Therefore every movement of a human b ody can be interpreted as a
gesture (like the breathing gesture in the project “D raussen”[8]). The non-solv-
able ergonomic- and simplicity-problems experienced with the provided systems
would reduce the extent of the target group to technical enthusiasts. Therefore
the decision of designing an extended interface with more than one front screen
came to daylight. Stepping is a much more natural gesture. Everyone is used to
Self compiled plot – Step to understanding The final concept
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it, because everyone moves through space. Additionally an electronic system can
recognize this gesture much more reliably than mentioned systems. According
to F. Delsarte the gesture can bring the actor into a certain emotional state [20].
Therefore the gesture of stepping is a self-explaining metaphor for stepping to
the past.
The main aspect in the concept “Self compiled plot” is storytelling. Especially
Brecht s Epic theater on one hand and the likewise didactical approaches of the
historical Spanish theater on the other hand. To draw visitors attention with a
meaningful story, you need dramaturgy, you need to force the attention of thevisitor. The perception has to be leaded to the intrinsic value: the content. It
shouldn´t even accidentally be threaded by some more or less usefull possibil-
ity to choose. By analysing different ways of storytelling, we experienced, that
especially the controversial and contradictory nature of the Epic theater cre-
ates the best setting to open the perception of the visitor, draw his attention and
make him curious.
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Idle mode
When no visitor is using the system, it will display a rotating wheel of stills. Ran-domly one of the stills will be zoomed to fullscreen, playing a half or one second
and zoom back to their position. When a visitor appears in front of the screen
this wheel scales down to
the lower right corner and
changes functionality to
that of a progress-indicator
that displays the current
position in the “framework
plot”.
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Moments of choice
With it’s non-linear narrative structure the concept spreads possibilities tochoose across the timeline. By interacting through stepping on objects on the
bottom screen the visitor can add content plots to the framework plot and there-
fore compiles it’s own content. Multiple users can take part in this interaction.
Everyone can
participate and
help to enrich the
framework plot
with informative
content.
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Content Plot
In difference to the framework-plot that is designed to create curiosity andinterest, the content plots are of didactical nature. it also differs from the frame-
work-plot in it’s stylistic appearence. while the pictures of the framework-plot
are blurred, black and white and
metaphoric, the content plots are
colored, clear and informative.
the more content plots are added
to the framework plot the clearer
the framework plot gets. the blur-
rines is removed step by step and
the user gets more conscious
about the meaning of the story
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Contet plot – storyboard
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frame 1metaphoric object, thatrepresents andalusianculture
frame 2symbolic scene stands for important populationtransitional moment
frame 3imigration scene from thepresent
frame 4farewell with the house
frame 5metaphor for integrationin a new country
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frame 6arabian conquistors goingto andalusia
frame 7newcomers stay on the way, problems to face
frame 8remembering religion to hold on in difficult mo-ments
frame 9a content plot about merg-ing of religions is added
frame 10metaphor of giving thepower to the conquistores
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i n t r o d u c t i o n r e s e a rc h p h a s e o n e f i r s t p r o p o s a l s r e s e a r c h p h a s e t w o
The interface „self compiled plot – step to understanding“ should be tested in
the future in order to understand how it works in an environment with exhibi-
tion visitors and how it affects the visitor. Therefore two projectors connected
to two computers are required. One of them is projecting on the wall in front of
the visitor, and the other one is projecting on the floor. A technology similar to
Alterface interface “Salto” should be ap plied in this case to track visitor´s move-
ments on the floor and to enable the interaction with the objects represented on
the bottom projection.
Testing facility
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research phase three second proposals f inal concept test ing faci l i ty conclusion
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Outline-drawing
of the testing
facility
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i n t r o d u c t i o n r e s e a rc h p h a s e o n e f i r s t p r o p o s a l s r e s e a r c h p h a s e t w o
Looking back to the workflow process – initial questions, research about ges-
tures, dramaturgy, Andalusian history, available technology, working on the
concept, on the content of the exhibition – there is an impression of a really
deep and accurate approach to the topic. We tried to approach the designing
of the interaction system from the side of the content, dramaturgy, giving less
importance to the development of the gestures because of the limitations of the
provided technology. We found the solution of a more natural and common used
gesture – walking, stepping on the ground. And the division of the visual area
into 2 levels – front and bottom screen – was aimed to divide clearly the inter-action and the information area, so the visitor has a clear understanding that he
can interact on the bottom screen and the result of his interaction is visible on
the front screen.
Conclusion
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research phase three second proposals f inal concept test ing faci l i ty conclusion
On one hand we are all used to the visualisation of the interaction on the same
screen where we see the information (like navigation on the website), although
the input activity is performed on the keyboard and mouse. On the other hand,
affecting directly the area of vision (like touchscreen) is something we are
getting used too. The question is, in which case the direct manipulation of the
objects on the screen is better than the manipulation through additional devices?
Maybe in some cases the clear division between the information area and the
input area helps to switch the attention and keep pureness and clearness of the
information on the main projection? At least that is what we believe and that isthe motivation why we devided the information between the main screen and the
additional screen, so the symbolic meaning of the pure and untouchable, distant
and mysterious image of the past can be kept.
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Movies used for constructing the example framework plot
1) Iberia Dance by Carlos Saura
2) Lawrence of Arabia by David Lean
3) Nowhere in Africa by Caroline Link
4) Return to Kandahar by Paul Jay and Nelofer Pazira
5) The Sheltering Sky by Bernardo Bertolucci
6) Casablanca by Alfred Hitchcock
Soundtrack from: “Iberia Dance”
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References:
[1] Flavia Sparacino, Narrative Spaces http://xenia.media.mit.edu/~flavia/Papers/
NarrativeSpaces.pdf, p.10
[2] Recognizing gestures: Interface design beyond point and click http://www.
w3c.org/TR/1999/REC-html401-19991224/loose.dtd
[3] M. Billinghurst, Gesture Based Interaction, www.billbuxton.com/input14.
Gesture.pdf
[4] B. Moggridge, Designing Interactions
[5] H. Sturm, Geste und Gewissen im Design, Dumont,1998, p.81
[6] M. Billinghurst, Gesture Based Interaction, p.23
[7] Interaction Design Institute Ivrea, Collabola project, http://www.interaction-
ivrea.it/en/gallery/collabolla/index.asp
[8] P. Juchli, “Draussen”, http:/ /www.fhnw.ch/hgk/ ihw/projekte/de/projekte/
thema/metaworx/diplom-03-metaworx
[9] M. Billinghurst, Gesture Based Interaction, p.30
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[10] Phidgets: Easy Development of Physical Interfaces through Physical Widgets,
Saul Greenberg and Chester Fitchett,Department of Computer Science
University of Calgary, http://grouplab.cpsc.ucalgary.ca/papers/2001/01-
Phidgets.UIST/phidgets-uist-2001.pdf
[11] H. Sturm, Geste und Gewissen im Design, p.79
[12] B. Moggridge, Designing Interactions, p.293
[13] Flavia Sparacino, Narrative Spaces http://xenia.media.mit.edu/~flavia/Papers/
NarrativeSpaces.pdf, p.10
[14] H. Sturm, Geste und Gewissen im Design, p.82
[15] H. Sturm, Geste und Gewissen im Design, p.80[16] Flavia Sparacino, Media Actors, http://alumni.media.mit.edu/~flavia/
publications.html, p.3
[17] http://www.uni-essen.de/literaturwissenschaft-aktiv/Vorlesungen/dramatik/
freytagdra.htm
[18] Bertolt Brecht and Epic Theater: http://faculty-staff.ou.edu/L/A-Robert.
R.Lauer-1/Brecht.html
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[19] Heinz Kindermann, Theatergeschichte Europas I Band, Spanisches Theater,
Otto Müller Verlag, Salzburg, 1959, p.339-351
[20] The Delsarte Method: 3 Frontiers of Actor Training, E. T. Kirby, http://links.
jstor.org/sici
[21] Konstantin Stanislavski and method acting, http://www.bbc.co.uk/dna/h2g2/
A5133151
[22] Stacy S. Marcella , An Exploration of Delsarte´s structural acting system,
http://www.isi.edu/~marsella/Delsarte_CameraReady.pdf
[23] http://www.deutsches-filmhaus.de/filme_einzeln/sch_einzeln/schloendorff/
baal.htm
[24] Flavia Sparacino, Narrative Spaces http://xenia.media.mit.edu/~flavia/Papers/
NarrativeSpaces.pdf, p.6
[25] History of Andalusia: http://www.andalusia-web.com/index.htm
[26] K. Jörg Ruhl, Spanische und portugiesische Berichte zum Nachschlagen 1986
Verlag Plötz Freiburg p.44
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[27] Wilhelm Giese, die Kultur Spaniens, Portugals und Iberoamericas, Frankfurt
am Main, 1972, p.62
[28] Total Interaction, edited by G. M. Buurman, Birkhäuser, p.303
[29] Hiroshi Ishii Music Bottles http://tangible.media.mit.edu/projects/
musicbottles/
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s e l f c o m p i l e d p l o t – s t e p t o u n d e r s t a n di n g
g e s t u r e b a s e d i n t e r a c t i o n s i n m u s e u m s
a n a r i n k – r o n n y r e i c h m a n n
p r o f . p . h e i d k a m p
w s 0 7 / 0 8
k i s d