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Query: Seevinck_J* Results: 8 Sorted by: Date  Comments?
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Dichroic Wade Art Exhibition / Seevinck, Jennifer Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3889-3892
ACM Digital Library Link
Summary: The interactive artwork Dichroic Wade explores the hybrid and concrete form of data, light and space through a colorful display of dynamic reflected and transmitted light. This light is manipulated and treated in a painterly way, where the physical manipulation of light, shadow and colour facilitates audience engagement with the hybrid data and real space. The light changes in response to both people moving through the space and data streams describing the changing wind conditions in the San Francisco Bay. The bright colour reflections on the gallery walls, ceiling and floor facilitate audience engagement with this data. It is through this interpretation of behaviours in the data that the audience is able to make new meanings, working to relate themselves to both data and their surroundings in meaningful ways.

Emergence and Artistic Visualization Visual Design and Art / Seevinck, Jennifer Proceedings of the 2014 International Symposium on Visual Information Communication and Interaction 2014-08-05 p.165-170
ACM Digital Library Link
Summary: This research draws on theories of emergence to inform the creation of an artistic and direct visualization. This is an interactive artwork and drawing tool for creative participant experiences. As is discussed, emergence is characteristically creative. It is also debated across and within disciplines, resulting in a range of understandings as well as models. This paper shows how one field's understanding of emergence (complexity theory) can be used to facilitate emergence in another domain (design research) and, importantly provide the opportunity for someone to act creatively. This paper begins with a brief review of some theories of emergence to show how they interrelate and can effect the perception of emergent structures in an observer, and, correspondingly, the design for creative experience. This is subsequently demonstrated in the second section of the paper where an interactive artwork and drawing application, Of me with me, is presented. This artwork by the author was created during collaboration with community artists from Cerebral Palsy League. The discussion covers the application of emergence theories to create this visualization in order facilitate the perception of structures and creative behaviours in a participant and to facilitate self-efficacy in the community artist user group.

Gestural, Emergent and Expressive: Three Research Themes for Haptic Interaction Designing for Virtual and Augmented Environments / Donovan, Jared / Sade, Gavin / Seevinck, Jennifer DUXU 2013: 2nd International Conference on Design, User Experience, and Usability, Part III: User Experience in Novel Technological Environments 2013-07-21 v.3 p.352-361
Keywords: Haptic interaction; gesture; emergent interaction; expressive interaction; passive haptics; ways of seeing
Link to Digital Content at Springer
Summary: Drawing on three case studies of work in the fields of participatory design, interaction design and electronic arts, we reflect on the implications of these studies for haptic interface research. We propose three themes: gestural; emergent; and expressive; as signposts for a program of research into haptic interaction that could point the way towards novel approaches to haptic interaction and move us from optic to haptic ways of seeing.

Iterative intersections Art, music & creativity / Seevinck, Jennifer Proceedings of the 2013 ACM Conference on Creativity and Cognition 2013-06-17 p.425-426
ACM Digital Library Link
Summary: Iterative Intersectioning is a body of art works that comes out of the collaboration between author and electronic artist Jen Seevinck and a community of print artists, most particularly Elizabeth Saunders (EJ) and Robert Oakman. The work shown here is concerned with the creative process of collaboration, specifically as this informs visual forms. This is through our focus on process. This process has facilitated a 'conversational' exchange between all artists and a corresponding evolution in the artworks. In each case the dialogue is either between the author, Jen and EJ or between Jen and Robert. It consists of passing work between parties, interpreting it and working into it, before passing it back. The result is a series of art works including those shown here. The concept evolves in parallel to this. Importantly, at each of her iterations of creative work, the author Jen determines a similar 'treatment' or 'interpretation' across both print artists works at that time. A synthesis of EJ and Robert's creative interpretation -- at a high level -- occurs. In this sense the concept and works can be understood to intersect with one another.

Emergent participant interaction / Seevinck, Jennifer / Edmonds, Ernest A. / Candy, Linda Proceedings of the 2012 Australian Computer-Human Interaction Conference 2012-11-26 p.540-549
ACM Digital Library Link
Summary: Emergence has the potential to effect complex, creative or open-ended interactions and novel game-play. We report on research into an emergent interactive system. This investigates emergent user behaviors and experience through the creation and evaluation of an interactive system. The system is +-NOW, an augmented reality, tangible, interactive art system. The paper briefly describes the qualities of emergence and +-NOW before focusing on its evaluation. This was a qualitative study with 30 participants conducted in context. Data analysis followed Grounded Theory Methods. Coding schemes, induced from data and external literature are presented. Findings show that emergence occurred in over half of the participants. The nature of these emergent behaviors is discussed along with examples from the data. Other findings indicate that participants found interaction with the work satisfactory. Design strategies for facilitating satisfactory experience despite the often unpredictable character of emergence, are briefly reviewed and potential application areas for emergence are discussed.

Open in art, nature and emergence Artefacts / Seevinck, Jennifer / Edmonds, Ernest Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer Interaction 2009-11-23 p.365-368
Keywords: design, emergence, emergent shape, exploration, interactive art, nature, open, reflection, sand, tangible user interface
ACM Digital Library Link
Summary: The interactive art system +-now is modelled on the openness of the natural world. Emergent shapes constitute a novel method for facilitating this openness. With the art system as an example, the relationship between openness and emergence is discussed. Lastly, artist reflections from the creation of the work are presented. These describe the nature of open systems and how they may be created.

A Virtual Operating Room for Context-Relevant Training DEMONSTRATIONS: Demonstrations / Scerbo, Mark W. / Belfore, Lee A. / Garcia, Hector M. / Weireter, Leonard J. / Jackson, Michael W. / Nalu, Amber / Baydogan, Emre / Bliss, James P. / Seevinck, Jennifer Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting 2007-10-01 v.51 p.507-511
Link to HFES Digital Content
Summary: A fully immersive virtual environment simulating an operating room is described. The Virtual Operating Room (VOR) is a platform that integrates procedural medical simulators into a coherent, context-relevant training environment. Trainees interact with a surgical team comprised of real and/or virtual team members (e.g., attending surgeon, anesthesiologist, scrub technician, and circulating nurse). All characters are defined by their procedural knowledge and personality. The interface capitalizes on natural interactions and is largely driven by voice recognition and text-to-speech software. A custom designed controller manages the VOR functionality, rendering platform, speech recognition, and text-to-speech generation modules. The VOR allows instructors and researchers to simulate the physical and social context in which surgical procedures are performed. The VOR can be used to train surgical teams and address issues in judgment, decision making, team dynamics, and interpersonal skills. Most importantly, the VOR allows medical teams to train the way they operate without putting patients at risk.

Exploration and reflection in interactive art: glass pond Long papers: tangible / Seevinck, Jennifer / Candy, Linda / Edmonds, Ernest A. Proceedings of OZCHI'06, the CHISIG Annual Conference on Human-Computer Interaction 2006-11-20 p.143-150
ACM Digital Library Link
Summary: Glass Pond is an interactive artwork designed to engender exploration and reflection through an intuitive, tangible interface and a simulation agent. It is being developed using iterative methods. A study has been conducted with the aim of illuminating user experience, interface, design, and performance issues.
    The paper describes the study methodology and process of data analysis including coding schemes for cognitive states and movements. Analysis reveals that exploration and reflection occurred as well as composing behaviours (unexpected). Results also show that participants interacted to varying degrees. Design discussion includes the artwork's (novel) interface and configuration.