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The concept of human-computer integration (HInt) is entering a new evolutionary phase, that leads to a paradigm shift from interaction to the integration of computing devices with the human body (Farooq & Grudin, 2017). This embodied integration, where a computer tightly integrates with the human body (Mueller, Maes & Grudin, 2019), engages the human being in mutual give-and-take relationships with computational systems. The paradigm shift in human-computer integration might have more to do with ‘becoming-in-the-world’ (Shildrick, 2022) than with ‘being-in-the-world’ requires a rethinking in the philosophy on the human body and its technological intertwining. Our research project starts from the belief that new insight and meanings on bodily understanding in the context of Human-Computer Integration can only be achieved through a creative and artistic exploration of the ‘lived experience’ of disabled bodies. In this project, research activities will be grounded in feminist philosophy and performed into the context of disability, yet the methodological approach of exploring the ‘felt sense’ and ‘kinaesthetics’ of the disability materiality takes place through performative design practice at the intersection of the HCI-related research fields of Soma Design (Höök, 2018) and Somaesthetics (Shusterman, 2008), as well as artistic disciplines, such as Musicology and Music Therapy, Dance and Dance Movement Therapy, Disability Arts and Critical Disability Studies. This paper starts with an explanation of the current research situation, and then provides background information on the different schools of thought that are present in the project. It continues with describing the research goals, methods, and research questions. The final part of the paper consists of an overview of three preliminary studies which explore human-computer relationships through the combination of performative practice and cyber-physical demonstrators, created by bachelor-students ‘Communication and Multimedia Design’ at Amsterdam University of Applied Sciences in The Netherlands and master-students ‘Web, Communication, and Information Systems’ at the Fachhochschule Kufstein in Austria. The takeaway message of this paper is that to advance our understandings of human-computer integration, we must consider a perspectivist viewpoint to develop alternative ways for exploring the bodily complexities of human-computer integration. We further argue that disability can be a catalyst for innovation and life-changing design in health and well-being, as it automatically emphasises the need for engaging with ‘being human’ in the context of the human-computer relationship. This PhD-project is productively looking for new forms of studying the context of disability, to unveil, excavate and expose knowledge for human- computer integration (HInt) that would otherwise be overlooked in the HCI-community.
This paper explores the intersection of Human-Comput- er Integration (HInt) and Critical Disability Studies (CDS) to explore how a posthumanistic epistemology in design can produce knowledge and know-how for the application do- mains of Health and Well-being. To use disability as a catalyst for innovation, a rethinking in the philosophy of sciences is necessary to establish knowledge production that emerges from new fluid politics that operate in ‘composition’ instead of ‘organization’. By placing an emphasis on nomadic practic- es that move beyond fixed borders, the encounters between Disability Studies or Human-Computer Integration can pro- duce situated, embodied and contingent design knowledge that study deviant and complex embodiment, and the kinds of alterations of human characteristics and abilities through technology. The first section of this paper explores the re- thinking in the philosophy of sciences. The second section ar- gues for a posthumanistic epistemology in design, which can be seen as the perfect way to produce situated, embodied and contingent design knowledge on the intersection of HInt and CDS. The final section of this paper highlights the poten- tial for the disciplines of Somatechnics and Soma Design to engage in each other’s body of knowledge to produce trans- formative knowledge through a shared focus on deviant em- bodiment and disability. The takeaway message of this paper is that the intersection of HInt and CDS potentially leads to new – otherwise overlooked - insights on the human-technol- ogy relationship, and therefore can take part in the historical strive for man-machine symbiosis. The posthumanist episte- mology allows for alternative ways of thinking that move be- yond the current Humanist perspective, and builds on a plu- ral, relational and expansive foundation for the development of design practices that catalyze innovation in the application domains of Health and Well-being.
The objective of this study was to determine if a 3-dimensional computer vision automatic locomotion scoring (3D-ALS) method was able to outperform human observers for classifying cows as lame or nonlame and for detecting cows affected and nonaffected by specific type(s) of hoof lesion. Data collection was carried out in 2 experimental sessions (5 months apart).
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Het aantal winkelbezoekers loopt in Europa al jaren terug, vooral in economisch zwakkere regio’s. Dit geldt in het bijzonder voor ouderen, waarvan de verwachting is dat ze in de toekomst fysieke winkels nog meer de rug zullen toekeren. Om de winkelervaring te verbeteren, investeren winkeliers steeds meer in opkomende digitale technologieën zoals apps, interactieve en digitale schermen, sociale robots en zelfscankassa’s. Deze instore technologieën slaan vooral bij jongere klanten aan, oudere klanten blijken door hun beperkingen (o.a. zien, horen, mobiliteit, informatieverwerking en digitale vaardigheden) nog steeds veel barrières te ervaren bij het bezoek aan winkels en het gebruik van instore technologieën. Dit is niet alleen nadelig voor winkeliers omdat ouderen een substantieel, stijgend, en koopkrachtig deel van de bevolking vertegenwoordigen dat relatief trouw is aan regionale winkelgebieden, maar het zet ook de inclusie van ouderen in Europa onder druk omdat winkelbezoek bijdraagt aan hun sociale welbevinden. Met dit onderzoeksproject onderzoekt het nieuwe consortium van twee hogescholen en drie buitenlandse universiteiten hoe instore technologieën ouderen in Europa kunnen helpen bij het wegnemen van barrières om tot een goede winkelervaring te komen. Het project brengt de onderzoeksprogramma’s van het lectorenplatform Retail Innovation Platform (Hogeschool van Amsterdam, Hogeschool Saxion), de Retail en Marketingtechnologie groep (University of Bristol), de human-computer interaction groep (University of Calabria), en de engaging co-design research group (Aalto University) samen. Het project sluit aan bij nationale en Europese initiatieven zoals de Kennis- en Innovatieagenda Sleuteltechnologieën 2024-2027, The DIGITAL Europe Programme en de Strategy for the rights of persons with disabilities 2021-2030. Door de relaties tussen ouderen, opkomende digitale technologie, en winkelgedrag over verschillende Europese regio’s te onderzoeken, sluit het project tevens aan bij Interreg Europa en het Europees Fonds voor Regionale Ontwikkeling.
The PhD research by Joris Weijdom studies the impact of collective embodied design techniques in collaborative mixed-reality environments (CMRE) in art- and engineering design practice and education. He aims to stimulate invention and innovation from an early stage of the collective design process.Joris combines theory and practice from the performing arts, human-computer interaction, and engineering to develop CMRE configurations, strategies for its creative implementation, and an embodied immersive learning pedagogy for students and professionals.This lecture was given at the Transmedia Arts seminar of the Mahindra Humanities Center of Harvard University. In this lecture, Joris Weijdom discusses critical concepts, such as embodiment, presence, and immersion, that concern mixed-reality design in the performing arts. He introduces examples from his practice and interdisciplinary projects of other artists.About the researchMultiple research areas now support the idea that embodiment is an underpinning of cognition, suggesting new discovery and learning approaches through full-body engagement with the virtual environment. Furthermore, improvisation and immediate reflection on the experience itself, common creative strategies in artist training and practice, are central when inventing something new. In this research, a new embodied design method, entitled Performative prototyping, has been developed to enable interdisciplinary collective design processes in CMRE’s and offers a vocabulary of multiple perspectives to reflect on its outcomes.Studies also find that engineering education values creativity in design processes, but often disregards the potential of full-body improvisation in generating and refining ideas. Conversely, artists lack the technical know-how to utilize mixed-reality technologies in their design process. This know-how from multiple disciplines is thus combined and explored in this research, connecting concepts and discourse from human-computer interaction and media- and performance studies.This research is a collaboration of the University of Twente, Utrecht University, and HKU University of the Arts Utrecht. This research is partly financed by the Dutch Research Council (NWO).Mixed-reality experiences merge real and virtual environments in which physical and digital spaces, objects, and actors co-exist and interact in real-time. Collaborative Mix-Reality Environments, or CMRE's, enable creative design- and learning processes through full-body interaction with spatial manifestations of mediated ideas and concepts, as live-puppeteered or automated real-time computer-generated content. It employs large-scale projection mapping techniques, motion-capture, augmented- and virtual reality technologies, and networked real-time 3D environments in various inter-connected configurations.This keynote was given at the IETM Plenary meeting in Amsterdam for more than 500 theatre and performing arts professionals. It addresses the following questions in a roller coaster ride of thought-provoking ideas and examples from the world of technology, media, and theatre:What do current developments like Mixed Reality, Transmedia, and The Internet of Things mean for telling stories and creating theatrical experiences? How do we design performances on multiple "stages" and relate to our audiences when they become co-creators?Contactjoris.weijdom@hku.nl / LinkedIn profileThis research is part of the professorship Performative Processes
Prompt and timely response to incoming cyber-attacks and incidents is a core requirement for business continuity and safe operations for organizations operating at all levels (commercial, governmental, military). The effectiveness of these measures is significantly limited (and oftentimes defeated altogether) by the inefficiency of the attack identification and response process which is, effectively, a show-stopper for all attack prevention and reaction activities. The cognitive-intensive, human-driven alarm analysis procedures currently employed by Security Operation Centres are made ineffective (as opposed to only inefficient) by the sheer amount of alarm data produced, and the lack of mechanisms to automatically and soundly evaluate the arriving evidence to build operable risk-based metrics for incident response. This project will build foundational technologies to achieve Security Response Centres (SRC) based on three key components: (1) risk-based systems for alarm prioritization, (2) real-time, human-centric procedures for alarm operationalization, and (3) technology integration in response operations. In doing so, SeReNity will develop new techniques, methods, and systems at the intersection of the Design and Defence domains to deliver operable and accurate procedures for efficient incident response. To achieve this, this project will develop semantically and contextually rich alarm data to inform risk-based metrics on the mounting evidence of incoming cyber-attacks (as opposed to firing an alarm for each match of an IDS signature). SeReNity will achieve this by means of advanced techniques from machine learning and information mining and extraction, to identify attack patterns in the network traffic, and automatically identify threat types. Importantly, SeReNity will develop new mechanisms and interfaces to present the gathered evidence to SRC operators dynamically, and based on the specific threat (type) identified by the underlying technology. To achieve this, this project unifies Dutch excellence in intrusion detection, threat intelligence, and human-computer interaction with an industry-leading partner operating in the market of tailored solutions for Security Monitoring.