Dichroic Wade
Art Exhibition
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Seevinck, Jennifer
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3889-3892
© Copyright 2016 ACM
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
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Seevinck, Jennifer
Proceedings of the 2014 International Symposium on Visual Information
Communication and Interaction
2014-08-05
p.165-170
© Copyright 2014 ACM
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
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Donovan, Jared
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Sade, Gavin
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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
© Copyright 2013 Springer-Verlag
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
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Seevinck, Jennifer
Proceedings of the 2013 ACM Conference on Creativity and Cognition
2013-06-17
p.425-426
© Copyright 2013 ACM
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
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Seevinck, Jennifer
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Edmonds, Ernest A.
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Candy, Linda
Proceedings of the 2012 Australian Computer-Human Interaction Conference
2012-11-26
p.540-549
© Copyright 2012 CHISIG and authors
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
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Seevinck, Jennifer
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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
© Copyright 2009 CHISIG and author(s)
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
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Scerbo, Mark W.
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Belfore, Lee A.
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Garcia, Hector M.
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Weireter, Leonard J.
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Jackson, Michael W.
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Nalu, Amber
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Baydogan, Emre
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Bliss, James P.
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Seevinck, Jennifer
Proceedings of the Human Factors and Ergonomics Society 51st Annual Meeting
2007-10-01
v.51
p.507-511
© Copyright 2007 HFES
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
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Seevinck, Jennifer
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Candy, Linda
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Edmonds, Ernest A.
Proceedings of OZCHI'06, the CHISIG Annual Conference on Human-Computer
Interaction
2006-11-20
p.143-150
© Copyright 2006 CHISIG and author(s)
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.