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Scoping strategies
for Trans-Disciplinary approaches
Main principles
• Definitions, identifying keywords
• Searching the literature (standard)
• Explore keywords, use modifiers, try combinations
• Look at years, publication outlets, authors
• Cross-check references, citations (in and out)
• Read abstracts  introductions  conclusions  methods  lit review
• Searching the literature and the web (for Trans-D sources)
• Unexpected connections, keywords, fields, areas, practices
• Get familiar with the basic ideas, language, principles, applications
• Look for overlaps, but also especially for missing connections
• Revisit definitions and keywords from new perspective
• Identify potential (mode 1 or mode 2)
Case study: Claudia
• VR dictionary definition:
• an artificial environment which is experienced through sensory stimuli (such as
sights and sounds) provided by a computer and in which one's actions partially
determine what happens in the environment
• Environment
• Experience
• Sensory stimuli
• Actions, interactions
• Purpose, function
• Types of VR
• Game mechanics
• Travel mechanics: fly-through
• Other fields: kinesics, biomechanics, interfaces (game controls),
1. Kinesics and Virtual Reality: About 551 results
a) https://scholar.google.co.nz/scholar?hl=en&as_sdt=0%2C5&q=%22kinesics%22+%22virtual+reality
b) Biocca, F., & Delaney, B. (1995). Immersive virtual reality technology. Communication in the age of virtual reality, 15,
32.
c) Biocca, F. (1992). Virtual reality technology: A tutorial. Journal of Communication, 42(4), 23-72.
d) Manninen, T. (2002). Interaction forms in multiplayer desktop virtual reality games. In VRIC2002 Conference (Vol.
223, p. 232).
e) Insight: Look at Frank A. Biocca’s work (20331 citations):
https://scholar.google.co.nz/citations?user=yRkAiZAAAAAJ&hl=en&oi=sra
2. "virtual reality" "travel mechanics": 5 results including “Reality based Interaction” (draft):
https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.123.1659&rep=rep1&type=pdf
3. "virtual reality" "fly through”: About 4,050 results
4. "virtual reality" "fly through" "kinesics“: 3 results
5. Definition of kinesics: a systematic study of the relationship between nonlinguistic body motions (such as blushes, shrugs,
or eye movement) and communication
6. "virtual reality" "interfaces" "fly": About 15,900 results
1. Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The magicbook-moving seamlessly between reality and virtuality. IEEE Computer Graphics and applications,
21(3), 6-8.
2. Cabral, M. C., Morimoto, C. H., & Zuffo, M. K. (2005, October). On the usability of gesture interfaces in virtual reality environments. In Proceedings of the
2005 Latin American conference on Human-computer interaction (pp. 100-108). ACM.
3. Jacob, R. J., Girouard, A., Hirshfield, L. M., Horn, M. S., Shaer, O., Solovey, E. T., & Zigelbaum, J. (2008, April). Reality-based interaction: a framework for post-
WIMP interfaces. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 201-210). ACM.
7. "virtual reality" "interfaces" "fly through": About 1,520 results
1. "virtual reality" "interfaces" "fly through": About 1,520 results
1. O'Hagan, R., & Zelinsky, A. (2000). Visual gesture interfaces for virtual environments. In Proceedings First Australasian User Interface Conference. AUIC 2000
(Cat. No. PR00515) (pp. 73-80). IEEE.
2. Nelson, W. T., Hettinger, L. J., Cunningham, J. A., Roe, M. M., Haas, M. W., & Dennis, L. B. (1997, March). Navigating through virtual flight environments using
brain-body-actuated control. In Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality (pp. 30-37). IEEE.
2. "virtual reality" "interfaces" "gestures": About 29,600 results
1. Nielsen, M., Störring, M., Moeslund, T. B., & Granum, E. (2003, April). A procedure for developing intuitive and ergonomic gesture interfaces for HCI. In
International gesture workshop (pp. 409-420). Springer, Berlin, Heidelberg.
2. Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations and Trends® in Human–Computer Interaction, 8(2-3), 73-272.
3. Pavlovic, V. I., Sharma, R., & Huang, T. S. (1997). Visual interpretation of hand gestures for human-computer interaction: A review. IEEE Transactions on
Pattern Analysis & Machine Intelligence, (7), 677-695.*
4. Nielsen, M., Moeslund, T. B., Störring, M., & Granum, E. (2008). Gesture interfaces. HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other
Nontraditional Interfaces”, Edited by Kortum, P., Elsevier Inc., USA.
5. Beckhaus, S., & Kruijff, E. (2004, August). Unconventional human computer interfaces. In ACM SIGGRAPH 2004 course notes (p. 18). ACM.
6. England, D. (2011). Whole body interaction: An introduction. In Whole Body Interaction (pp. 1-5). Springer, London.
3. * = Cited by 2390. games navigation natural control interface intuitive. Search within citing articles
1. Vyas, K. K., Pareek, A., & Vyas, S. (2013). Gesture recognition and control. International Journal on Recent and Innovation Trends in Computing and
Communication ISSN, 2321-8169.
2. Rautaray, S. S., & Agrawal, A. (2012). Real time multiple hand gesture recognition system for human computer interaction. International Journal of Intelligent
Systems and Applications, 4(5), 56-64.
3. A taxonomy of gestures in human computer interactions. M Karam - 2005 - eprints.soton.ac.uk
4. Farhadi-Niaki, F., Gerroir, J., Arya, A., Etemad, S. A., Laganière, R., Payeur, P., & Biddle, R. (2013, January). Usability study of static/dynamic gestures and
haptic input as interfaces to 3D games. In ACHI 2013 the Sixth International Conference on Advances in Computer-Human Interactions (pp. 315-323).
4. "virtual reality" games About 407,000 results
5. "virtual reality" "game" "gestures" "control" "interface" About 14,400 results
6. "virtual reality" "game" "gestures" "control" "interface" "walking” About 5,640 results
Trans-Disciplinary Practice week 6
Trans-Disciplinary Practice week 6
1. Paiva, A., Andersson, G., Höök, K., Mourão, D., Costa, M., & Martinho, C. (2002). Sentoy in fantasya: Designing an affective
sympathetic interface to a computer game. Personal and Ubiquitous Computing, 6(5-6), 378-389.
1. Konrad, T., Demirdjian, D., & Darrell, T. (2003, April). Gesture+ play: full-body interaction for virtual environments. In CHI'03
Extended Abstracts on Human Factors in Computing Systems (pp. 620-621). ACM.:
1. Karam, M. (2006). A framework for research and design of gesture-based human-computer interactions (Doctoral dissertation, University of Southampton).
Cited by 53
1. Rautaray, S. S., & Agrawal, A. (2015). Vision based hand gesture recognition for human computer interaction: a survey.
Artificial Intelligence Review, 43(1), 1-54. Cited by 714
1. Rautaray, S. S., & Agrawal, A. (2015). Vision based hand gesture recognition for human computer interaction: a survey.
Artificial Intelligence Review, 43(1), 1-54. Cited by 714
1. Rautaray, S. S., & Agrawal, A. (2015). Vision based hand
gesture recognition for human computer interaction: a survey.
Artificial Intelligence Review, 43(1), 1-54. Cited by 714
1. virtual games. Search within citing articles: About 142 results
1. Lee, Y., Choi, W., & Sohn, B. S. (2018, January). Immersive gesture interfaces
for 3D map navigation in HMD-based virtual environments. In 2018
International Conference on Information Networking (ICOIN) (pp. 963-965).
IEEE.
2. Messaci, A., Zenati, N., Bellarbi, A., & Belhocine, M. (2015, December). 3d
interaction techniques using gestures recognition in virtual environment. In
2015 4th International Conference on Electrical Engineering (ICEE) (pp. 1-5).
IEEE.
3. Georgiadis, A. (2017). VR Gaming-Hands On: The use and effects of bare hand
gestures as an interaction method in multiplayer Virtual Reality Games.
4. Yang, L. I., HUANG, J., Feng, T. I. A. N., Hong-An, W. A. N. G., & Guo-Zhong, D. A.
I. (2019). Gesture interaction in virtual reality. Virtual Reality & Intelligent
Hardware, 1(1), 84-112.
5. Lee, Y. S., & Sohn, B. S. (2018). Immersive Gesture Interfaces for Navigation of
3D Maps in HMD-Based Mobile Virtual Environments. Mobile Information
Systems, 2018.
6. Yang, J., Wang, Y., Lv, Z., Jiang, N., & Steed, A. (2018). Interaction with Three-
Dimensional Gesture and Character Input in Virtual Reality: Recognizing
Gestures in Different Directions and Improving User Input. IEEE Consumer
Electronics Magazine, 7(2), 64-72.
2. virtual immersive navigation. Search within citing articles: About
43 results
1. Tscharn, R., Schaper, P., Sauerstein, J., Steinke, S., Stiersdorfer, S., Scheller, C., &
Huynh, H. T. (2016). User Experience of 3D Map Navigation–Bare-Hand
Interaction or Touchable Device?. Mensch und Computer 2016-Tagungsband.
2. Rehman, I., Ullah, S., & Raees, M. Two Hand Gesture Based 3D Navigation in
Virtual Environments.
1. Segen, J., & Kumar, S. (1998, September). Gesture VR: vision-based 3 D hand interace for spatial interaction. In ACM
Multimedia (pp. 455-464). Cited by 160. Search within citing articles:
1. “walking”: 28 results Zhao, L., & Badler, N. I. (2001). Synthesis and acquisition of laban movement analysis qualitative parameters for communicative
gestures. Technical Reports (CIS), 116.
Trans-Disciplinary Practice week 6
http://torontomoves.blogspot.com/2012/10/who-are-people-in-your-neighbourhood.html
https://www.pinterest.de/pin/418342252867708461/
Trans-Disciplinary Practice week 6
https://www.youtube.com/watch?v=rdUIruPZ0Vs
https://www.youtube.com/watch?v=ylq7PZVSOvE
Trans-Disciplinary Practice week 6
http://mayanbstudio.blogspot.com/2012/08/mary-wigman-danza-expresionista_25.html
Case study: Claudia (2)
• "Rudolf Laban": About 7,750 results
• "virtual reality": About 1,310,000 results
• "Rudolf Laban" "virtual reality": About 190 results
• "laban movement analysis": About 3,930 results
• "laban movement analysis" "virtual reality": About 337 results. Since 2015: About 128
results
• Sun, G., Chen, W., Li, H., Sun, Q., Kyan, M., & Zhang, P. (2017). A Virtual Reality Dance Self-learning Framework using
Laban Movement Analysis. Journal of Engineering Science & Technology Review, 10(5).
• Aristidou, A., Stavrakis, E., Charalambous, P., Chrysanthou, Y., & Himona, S. L. (2015). Folk dance evaluation using laban
movement analysis. Journal on Computing and Cultural Heritage (JOCCH), 8(4), 20.
• Metsis, V., Smith, K. S., & Gobert, D. (2017, November). Integration of virtual reality with an omnidirectional treadmill
system for multi-directional balance skills intervention. In 2017 International Symposium on Wearable Robotics and
Rehabilitation (WeRob) (pp. 1-2). IEEE.
• Erkut, C., & Dahl, S. (2019). Incorporating Virtual Reality with Experiential Somaesthetics in an Embodied Interaction
Course. The Journal of Somaesthetics, 4(2).
• Somaesthetics is an interdisciplinary field of inquiry aimed at promoting and integrating the
theoretical, empirical and practical disciplines related to bodily perception, performance and
presentation.
• "Somaesthetics" "virtual reality": About 163 results
• "Somaesthetics" "virtual reality": About 163 results
• "Somaesthetics" "virtual reality" "navigation” Since 2015: 18 results
• Thomas, L. M., & Glowacki, D. R. (2018). Seeing and feeling in VR: bodily perception in the gaps between layered
realities. International Journal of Performance Arts and Digital Media, 14(2), 145-168.
• Hsieh, H. C. L., & Cheng, N. C. (2016, July). A Theoretical Model for the Design of Aesthetic Interaction. In International
Conference on Human-Computer Interaction (pp. 178-187). Springer, Cham.
• Loke, L., & Schiphorst, T. (2018). The somatic turn in human-computer interaction. interactions, 25(5), 54-5863.
• Van Dijk, J. (2018). Designing for embodied being-in-the-world: A critical analysis of the concept of embodiment in the
design of hybrids. Multimodal Technologies and Interaction, 2(1), 7.
Trans-Disciplinary Practice week 6
Trans-Disciplinary Practice week 6
Trans-Disciplinary Practice week 6
Trans-Disciplinary Practice week 6
Trans-Disciplinary Practice week 6
Trans-Disciplinary Practice week 6
Trans-Disciplinary Practice week 6
• Gendlin, E. T. (1992). The primacy of the body, not the primacy of perception. Man and world,
25(3), 341-353. Cited by 228
• "The Primacy of the Body" "virtual reality" : About 58 results
• "The Primacy of the Body" "virtual reality" "navigation" "control" : 10 results
• Kornelsen, J. J. A. (1991). Virtual reality?: Marshall McLuhan and a phenomenological investigation of the construction
of virtual worlds (Doctoral dissertation, Theses (Dept. of Communication)/Simon Fraser University).
“Your body knows more about situations
than you are explicitly aware of. For example,
your body picks up more about another
person than you consciously know. With a
little training, you can get a bodily feel for the
'more' that is happening in any situation.
From that bodily feel come small steps that
lead toward resolution.”
Trans-Disciplinary Practice week 6
Figure 3. Raoul Auger Feuillet's Chorégraphie, ou l'art de d'écrire la danse (Paris,
1700) on exceptional display in the New York Public Library. Photo Laura Karreman
https://doi.org/10.1080/13528165.2015.1111049
Trans-Disciplinary Practice week 6
Trans-Disciplinary Practice week 6
Case study: Claudia (3)
• New questions:
• What are the potential connections between Laban Movement Analysis and
virtual, immersive games?
• What other “movement analysis” techniques, approaches are out there?
• How can new (to me) understandings of human movement inform the design
of navigation controls in VR?
• What new VR game mechanics and travel mechanics in VR are possible when
armed with new perspectives of human body movement?
• Etc…

More Related Content

Trans-Disciplinary Practice week 6

  • 2. Main principles • Definitions, identifying keywords • Searching the literature (standard) • Explore keywords, use modifiers, try combinations • Look at years, publication outlets, authors • Cross-check references, citations (in and out) • Read abstracts  introductions  conclusions  methods  lit review • Searching the literature and the web (for Trans-D sources) • Unexpected connections, keywords, fields, areas, practices • Get familiar with the basic ideas, language, principles, applications • Look for overlaps, but also especially for missing connections • Revisit definitions and keywords from new perspective • Identify potential (mode 1 or mode 2)
  • 3. Case study: Claudia • VR dictionary definition: • an artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment • Environment • Experience • Sensory stimuli • Actions, interactions • Purpose, function • Types of VR • Game mechanics • Travel mechanics: fly-through • Other fields: kinesics, biomechanics, interfaces (game controls),
  • 4. 1. Kinesics and Virtual Reality: About 551 results a) https://scholar.google.co.nz/scholar?hl=en&as_sdt=0%2C5&q=%22kinesics%22+%22virtual+reality b) Biocca, F., & Delaney, B. (1995). Immersive virtual reality technology. Communication in the age of virtual reality, 15, 32. c) Biocca, F. (1992). Virtual reality technology: A tutorial. Journal of Communication, 42(4), 23-72. d) Manninen, T. (2002). Interaction forms in multiplayer desktop virtual reality games. In VRIC2002 Conference (Vol. 223, p. 232). e) Insight: Look at Frank A. Biocca’s work (20331 citations): https://scholar.google.co.nz/citations?user=yRkAiZAAAAAJ&hl=en&oi=sra 2. "virtual reality" "travel mechanics": 5 results including “Reality based Interaction” (draft): https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.123.1659&rep=rep1&type=pdf 3. "virtual reality" "fly through”: About 4,050 results 4. "virtual reality" "fly through" "kinesics“: 3 results 5. Definition of kinesics: a systematic study of the relationship between nonlinguistic body motions (such as blushes, shrugs, or eye movement) and communication 6. "virtual reality" "interfaces" "fly": About 15,900 results 1. Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The magicbook-moving seamlessly between reality and virtuality. IEEE Computer Graphics and applications, 21(3), 6-8. 2. Cabral, M. C., Morimoto, C. H., & Zuffo, M. K. (2005, October). On the usability of gesture interfaces in virtual reality environments. In Proceedings of the 2005 Latin American conference on Human-computer interaction (pp. 100-108). ACM. 3. Jacob, R. J., Girouard, A., Hirshfield, L. M., Horn, M. S., Shaer, O., Solovey, E. T., & Zigelbaum, J. (2008, April). Reality-based interaction: a framework for post- WIMP interfaces. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 201-210). ACM. 7. "virtual reality" "interfaces" "fly through": About 1,520 results
  • 5. 1. "virtual reality" "interfaces" "fly through": About 1,520 results 1. O'Hagan, R., & Zelinsky, A. (2000). Visual gesture interfaces for virtual environments. In Proceedings First Australasian User Interface Conference. AUIC 2000 (Cat. No. PR00515) (pp. 73-80). IEEE. 2. Nelson, W. T., Hettinger, L. J., Cunningham, J. A., Roe, M. M., Haas, M. W., & Dennis, L. B. (1997, March). Navigating through virtual flight environments using brain-body-actuated control. In Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality (pp. 30-37). IEEE. 2. "virtual reality" "interfaces" "gestures": About 29,600 results 1. Nielsen, M., Störring, M., Moeslund, T. B., & Granum, E. (2003, April). A procedure for developing intuitive and ergonomic gesture interfaces for HCI. In International gesture workshop (pp. 409-420). Springer, Berlin, Heidelberg. 2. Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations and Trends® in Human–Computer Interaction, 8(2-3), 73-272. 3. Pavlovic, V. I., Sharma, R., & Huang, T. S. (1997). Visual interpretation of hand gestures for human-computer interaction: A review. IEEE Transactions on Pattern Analysis & Machine Intelligence, (7), 677-695.* 4. Nielsen, M., Moeslund, T. B., Störring, M., & Granum, E. (2008). Gesture interfaces. HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other Nontraditional Interfaces”, Edited by Kortum, P., Elsevier Inc., USA. 5. Beckhaus, S., & Kruijff, E. (2004, August). Unconventional human computer interfaces. In ACM SIGGRAPH 2004 course notes (p. 18). ACM. 6. England, D. (2011). Whole body interaction: An introduction. In Whole Body Interaction (pp. 1-5). Springer, London. 3. * = Cited by 2390. games navigation natural control interface intuitive. Search within citing articles 1. Vyas, K. K., Pareek, A., & Vyas, S. (2013). Gesture recognition and control. International Journal on Recent and Innovation Trends in Computing and Communication ISSN, 2321-8169. 2. Rautaray, S. S., & Agrawal, A. (2012). Real time multiple hand gesture recognition system for human computer interaction. International Journal of Intelligent Systems and Applications, 4(5), 56-64. 3. A taxonomy of gestures in human computer interactions. M Karam - 2005 - eprints.soton.ac.uk 4. Farhadi-Niaki, F., Gerroir, J., Arya, A., Etemad, S. A., Laganière, R., Payeur, P., & Biddle, R. (2013, January). Usability study of static/dynamic gestures and haptic input as interfaces to 3D games. In ACHI 2013 the Sixth International Conference on Advances in Computer-Human Interactions (pp. 315-323). 4. "virtual reality" games About 407,000 results 5. "virtual reality" "game" "gestures" "control" "interface" About 14,400 results 6. "virtual reality" "game" "gestures" "control" "interface" "walking” About 5,640 results
  • 8. 1. Paiva, A., Andersson, G., Höök, K., Mourão, D., Costa, M., & Martinho, C. (2002). Sentoy in fantasya: Designing an affective sympathetic interface to a computer game. Personal and Ubiquitous Computing, 6(5-6), 378-389.
  • 9. 1. Konrad, T., Demirdjian, D., & Darrell, T. (2003, April). Gesture+ play: full-body interaction for virtual environments. In CHI'03 Extended Abstracts on Human Factors in Computing Systems (pp. 620-621). ACM.: 1. Karam, M. (2006). A framework for research and design of gesture-based human-computer interactions (Doctoral dissertation, University of Southampton). Cited by 53
  • 10. 1. Rautaray, S. S., & Agrawal, A. (2015). Vision based hand gesture recognition for human computer interaction: a survey. Artificial Intelligence Review, 43(1), 1-54. Cited by 714
  • 11. 1. Rautaray, S. S., & Agrawal, A. (2015). Vision based hand gesture recognition for human computer interaction: a survey. Artificial Intelligence Review, 43(1), 1-54. Cited by 714
  • 12. 1. Rautaray, S. S., & Agrawal, A. (2015). Vision based hand gesture recognition for human computer interaction: a survey. Artificial Intelligence Review, 43(1), 1-54. Cited by 714 1. virtual games. Search within citing articles: About 142 results 1. Lee, Y., Choi, W., & Sohn, B. S. (2018, January). Immersive gesture interfaces for 3D map navigation in HMD-based virtual environments. In 2018 International Conference on Information Networking (ICOIN) (pp. 963-965). IEEE. 2. Messaci, A., Zenati, N., Bellarbi, A., & Belhocine, M. (2015, December). 3d interaction techniques using gestures recognition in virtual environment. In 2015 4th International Conference on Electrical Engineering (ICEE) (pp. 1-5). IEEE. 3. Georgiadis, A. (2017). VR Gaming-Hands On: The use and effects of bare hand gestures as an interaction method in multiplayer Virtual Reality Games. 4. Yang, L. I., HUANG, J., Feng, T. I. A. N., Hong-An, W. A. N. G., & Guo-Zhong, D. A. I. (2019). Gesture interaction in virtual reality. Virtual Reality & Intelligent Hardware, 1(1), 84-112. 5. Lee, Y. S., & Sohn, B. S. (2018). Immersive Gesture Interfaces for Navigation of 3D Maps in HMD-Based Mobile Virtual Environments. Mobile Information Systems, 2018. 6. Yang, J., Wang, Y., Lv, Z., Jiang, N., & Steed, A. (2018). Interaction with Three- Dimensional Gesture and Character Input in Virtual Reality: Recognizing Gestures in Different Directions and Improving User Input. IEEE Consumer Electronics Magazine, 7(2), 64-72. 2. virtual immersive navigation. Search within citing articles: About 43 results 1. Tscharn, R., Schaper, P., Sauerstein, J., Steinke, S., Stiersdorfer, S., Scheller, C., & Huynh, H. T. (2016). User Experience of 3D Map Navigation–Bare-Hand Interaction or Touchable Device?. Mensch und Computer 2016-Tagungsband. 2. Rehman, I., Ullah, S., & Raees, M. Two Hand Gesture Based 3D Navigation in Virtual Environments.
  • 13. 1. Segen, J., & Kumar, S. (1998, September). Gesture VR: vision-based 3 D hand interace for spatial interaction. In ACM Multimedia (pp. 455-464). Cited by 160. Search within citing articles: 1. “walking”: 28 results Zhao, L., & Badler, N. I. (2001). Synthesis and acquisition of laban movement analysis qualitative parameters for communicative gestures. Technical Reports (CIS), 116.
  • 22. Case study: Claudia (2) • "Rudolf Laban": About 7,750 results • "virtual reality": About 1,310,000 results • "Rudolf Laban" "virtual reality": About 190 results • "laban movement analysis": About 3,930 results • "laban movement analysis" "virtual reality": About 337 results. Since 2015: About 128 results • Sun, G., Chen, W., Li, H., Sun, Q., Kyan, M., & Zhang, P. (2017). A Virtual Reality Dance Self-learning Framework using Laban Movement Analysis. Journal of Engineering Science & Technology Review, 10(5). • Aristidou, A., Stavrakis, E., Charalambous, P., Chrysanthou, Y., & Himona, S. L. (2015). Folk dance evaluation using laban movement analysis. Journal on Computing and Cultural Heritage (JOCCH), 8(4), 20. • Metsis, V., Smith, K. S., & Gobert, D. (2017, November). Integration of virtual reality with an omnidirectional treadmill system for multi-directional balance skills intervention. In 2017 International Symposium on Wearable Robotics and Rehabilitation (WeRob) (pp. 1-2). IEEE. • Erkut, C., & Dahl, S. (2019). Incorporating Virtual Reality with Experiential Somaesthetics in an Embodied Interaction Course. The Journal of Somaesthetics, 4(2). • Somaesthetics is an interdisciplinary field of inquiry aimed at promoting and integrating the theoretical, empirical and practical disciplines related to bodily perception, performance and presentation. • "Somaesthetics" "virtual reality": About 163 results
  • 23. • "Somaesthetics" "virtual reality": About 163 results • "Somaesthetics" "virtual reality" "navigation” Since 2015: 18 results • Thomas, L. M., & Glowacki, D. R. (2018). Seeing and feeling in VR: bodily perception in the gaps between layered realities. International Journal of Performance Arts and Digital Media, 14(2), 145-168. • Hsieh, H. C. L., & Cheng, N. C. (2016, July). A Theoretical Model for the Design of Aesthetic Interaction. In International Conference on Human-Computer Interaction (pp. 178-187). Springer, Cham. • Loke, L., & Schiphorst, T. (2018). The somatic turn in human-computer interaction. interactions, 25(5), 54-5863. • Van Dijk, J. (2018). Designing for embodied being-in-the-world: A critical analysis of the concept of embodiment in the design of hybrids. Multimodal Technologies and Interaction, 2(1), 7.
  • 31. • Gendlin, E. T. (1992). The primacy of the body, not the primacy of perception. Man and world, 25(3), 341-353. Cited by 228 • "The Primacy of the Body" "virtual reality" : About 58 results • "The Primacy of the Body" "virtual reality" "navigation" "control" : 10 results • Kornelsen, J. J. A. (1991). Virtual reality?: Marshall McLuhan and a phenomenological investigation of the construction of virtual worlds (Doctoral dissertation, Theses (Dept. of Communication)/Simon Fraser University). “Your body knows more about situations than you are explicitly aware of. For example, your body picks up more about another person than you consciously know. With a little training, you can get a bodily feel for the 'more' that is happening in any situation. From that bodily feel come small steps that lead toward resolution.”
  • 33. Figure 3. Raoul Auger Feuillet's Chorégraphie, ou l'art de d'écrire la danse (Paris, 1700) on exceptional display in the New York Public Library. Photo Laura Karreman https://doi.org/10.1080/13528165.2015.1111049
  • 36. Case study: Claudia (3) • New questions: • What are the potential connections between Laban Movement Analysis and virtual, immersive games? • What other “movement analysis” techniques, approaches are out there? • How can new (to me) understandings of human movement inform the design of navigation controls in VR? • What new VR game mechanics and travel mechanics in VR are possible when armed with new perspectives of human body movement? • Etc…