Definition:Experiential media systems refer to new, complementary model of media computing, which allows us to develop a rich contextual understanding of human activity, at different scales of time and space, as well as affect human activity in a radically new way.
Our civilization is currently undergoing major changes. Traditionally, human beings acquired knowledge through experiential interactions with the physical world. That knowledge allowed them to better adapt to their reality and evolve. Today our interactions with almost every element of our lives (health, weather, economic and social policy, communication) involve computation and mediated information. However, we still lack effective ways of connecting our computational approaches with our physical experience. To achieve knowledge of our new world and significantly improve our condition we need unified experiences of the physical and computational forces that are shaping our reality.
Experiential media systems refer to new,...
References
Max/MS, http://www.cycling74.com.
G. D. Abowd, E. D. Mynatt, and T. Rodden, “The human experience [of ubiquitous computing,” Journal of IEEE Pervasive Computing Vol. 1, No. 1, pp. 48–57, 2002.
P. Appan, H. Sundaram, and D. Birchfield, “Communicating everyday experiences,” Proceedings of the ACM Multimedia Workshop on Story Representation, Mechanism and Context, also AME-TR-2004-07, pp. 17–24, October 2004, New York, New York.
R. Brooks, “A robust layered control system for a mobile robot,” IEEE Journal of Robotics and Automation, Vol. 2, No. 1, pp. 14–23, 1986.
R. A. Brooks, “Intelligence Without Reason,” International Joint Conference on Artificial Intelligence,” pp. 569–595, August 1991, Sydney, Australia, 1991.
A. K. Dey, “Providing Architectural Support for Building Context-Aware Applications,” College of Computing, Atlanta, Georgia Institute of Technology, PhD Dissertation, 2000.
A. K. Dey, “Understanding and Using Context,” Personal and Ubiquitous Computing Journal, Vol. 5, No. 1, pp. 4–7, 2001.
A. K. Dey and G. D. Abowd, “Towards a Better Understanding of Context and Context-Awareness,” Proceedings of the 3rd International Symposium on Wearable Computers, pp. 21–28, October 1999, San Francisco, CA.
P. Dourish, “Where the action is: the foundations of embodied interaction,” MIT Press Cambridge, Mass., 2001.
J. Gray, “What next?: A dozen information-technology research goals,” Journal of the ACM, Vol. 50, No. 1, pp. 41–57, 2003.
J. Hollan, E. Hutchins, D. Kirsh, and A. Sutcliffe, “Distributed cognition: toward a new foundation for human-computer interaction research: On the effective use and reuse of HCI knowledge,” ACM Transactions on Computer-Human Interactions, Vol. 7, No. 2, pp. 174–196, 2000.
E. M. Huang and E. D. Mynatt, “Semi-public displays for small, co-located groups,” Proceedings of the SIGCHI conference on Human factors in computing systems, ACM Press, pp. 49–56, Ft. Lauderdale, Florida, USA, 2003.
E. Hutchins, “Cognition in the wild,” MIT Press Cambridge, Mass., 1995.
T. Ingalls, T. Rikakis, J. James, G. Qian, F. Guo, et al., “A Gesture Recognition Engine for the Development of Interactive Multimedia Works,” Proceedings of the ConGAS Symposium on Gesture Interfaces for Multimedia Systems, March 2004.
H. Ishii and B. Ullmer, “Tangible bits: towards seamless interfaces between people, bits and atoms,” Proceedings of the SIGCHI conference on Human factors in computing systems, ACM Press, pp 234–241, 1997.
H. Ishii, C. Wisneski, S. Brave, A. Dahley, M. Gorbet, et al., “AmbientROOM: integrating ambient media with architectural space,” Proceedings of the CHI 98 conference summary on Human factors in computing systems, ACM Press, pp. 173–174, 1998.
S. Kelkar, H. Sridharan, N. Mattar, H. Sundaram, D. Birchfield, et al., “Tangible Interfaces For Concept-Based Web Browsing,” Technical Report, AME-TR-2005-06, January 2005.
S. McAdams and E. Bigand, “Thinking in Sound: The Cognitive Psychology of Human Audition,” Clarendon, 1993.
E. Mynatt, M. Back, R. Want, M. Baer and J. B. Ellis, “Designing Audio Aura,” Proceedings of the SIGCHI conference on Human factors in computing systems, April 1998, Los Angeles, CA, 1998.
D. A. Norman, “The design of everyday things,” Basic Books, New York, 2002.
S. J. Russell, “Rationality and intelligence,” Artificial Intelligence Vol. 94, No. 1-1, pp. 57–77, 1997.
L. A. Suchman, “Plans and situated actions: the problem of human-machine communication,” Cambridge University Press Cambridge Cambridgeshire, New York, 1987.
M. Weiser, “Some computer science issues in ubiquitous computing,” Communications of the ACM, Vol. 36, No. 7, pp. 75–84, 1993.
M. Weiser and J. S. Brown, “The Coming Age of Calm Technology. Beyond Calculation: The Next Fifty Years of Computing,” P. J. Denning and R. M. Metcalfe (Eds.) Copernicus, 1998.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2006 Springer Science+Business Media, Inc.
About this entry
Cite this entry
Sundaram, H., Rikakis, T. (2006). Experiential Media Systems. In: Furht, B. (eds) Encyclopedia of Multimedia. Springer, Boston, MA. https://doi.org/10.1007/0-387-30038-4_73
Download citation
DOI: https://doi.org/10.1007/0-387-30038-4_73
Publisher Name: Springer, Boston, MA
Print ISBN: 978-0-387-24395-5
Online ISBN: 978-0-387-30038-2
eBook Packages: Computer ScienceReference Module Computer Science and Engineering