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Embodied Simulations of physical phenomena

Published: 28 June 2018 Publication History

Abstract

At the crossroads between computational physics, human-computer interaction and mediated performance, the present proposal aims at presenting the vast complexity of physical phenomena in an intuitive, embodied manner. Specifically, we created an interactive system capable of accurately simulating the rules of physical phenomena in game form. Through the game, participants perform a dance-like, analogue computing of the Ising model, a model frequently used for phase transitions. A smartphone-based system guides the participants in a playful manner by means of visual and aural cues. The system mediates the multiple interactions happening among actants in a way consistent with the physical model, therefore enabling an embodied simulation of the phenomenon.

References

[1]
Peter Beyls, Gilberto Bernardes, and Marcelo Caetano. 2015. earGram Actors: An Interactive Audiovisual System Based on Social Behavior. Journal of Science and Technology of the Arts 7, 1 (2015), 43--54. http://artes.ucp.pt/citarj/article/view/142
[2]
Bruno Latour. 1996. On actor-network theory: A few clarifications. Soziale Welt 47 (1996), 369--381. http://www.jstor.org/stable/40878163
[3]
Bruno Latour. 2005. Reassembling the Social - An Introduction to Actor-Network-Theory. Oxford University Press.
[4]
Noah Podolefsky. 2012. Learning science through computer games and simulations. Studies in Science Education 48, 2 (2012), 237--240. arXiv:https://doi.org/10.1080/03057267.2012.720770
[5]
Maria Roussou. 2004. Learning by Doing and Learning Through Play: An Exploration of Interactivity in Virtual Environments for Children. Comput. Entertain. 2, 1 (Jan. 2004), 10--10.
[6]
Shogo Tanaka. 2011. The notion of embodied knowledge. (01 2011), 149--157.

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Published In

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MOCO '18: Proceedings of the 5th International Conference on Movement and Computing
June 2018
329 pages
ISBN:9781450365048
DOI:10.1145/3212721
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 June 2018

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Author Tags

  1. Augmented
  2. Gamification
  3. Generative Art
  4. Mediated performance
  5. Pattern emergence

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  • Extended-abstract
  • Research
  • Refereed limited

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MOCO '18

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Overall Acceptance Rate 85 of 185 submissions, 46%

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