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Incorporating Virtual Reality in an Embodied Interaction Course

Published: 28 June 2018 Publication History

Abstract

Engagement with virtual reality (VR) through movement is becoming increasingly important. Therefore, the VR developers should improve their bodily skills and learn how to use the movement as design material. In addition, first person accounts of the development and experience are necessary. We explore the education space in VR with attention to the first-person experiences, movement data and code, and present an approach for teaching and designing VR-based embodied interaction.

References

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Lionel Dominjon, Anatole Lecuyer, Jean-Marie Burkhardt, Guillermo Andrade-Barroso, and Simon Richir. 2005. The "Bubble" Technique: Interacting with Large Virtual Environments Using Haptic Devices with Limited Workspace. In Proc. IEEE World Haptics/Eurohaptics. Pisa, Italy, 639--640.
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Cumhur Erkut and Sofia Dahl. 2017. Embodied Interaction through Movement in a Course Work. In Proc. Intl. Conf. Movement and Computing (MOCO). ACM, London, UK, Article 23.
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Marco Gillies. 2016. What is Movement Interaction in Virtual Reality for?. In Proc. MOCO. ACM Press, Thessaloniki, Greece, Article No. 31.
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Kristina Höök, Martin Jonsson, Anna Ståhl, and Johanna Mercurio. 2016. Somaesthetic Appreciation Design. In Proc. Conf. Human Factors in Computing Systems. San Jose, CA, USA, 3131--3142.
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Lian Loke and Toni Robertson. 2013. Moving and making strange. ACM Transactions on Computer-Human Interaction (TOCHI) 20, 1 (March 2013), 1--25.
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Diego Silang Maranan, Sarah Fdili Alaoui, Thecla Schiphorst, Pattarawut Subyen, Lyn Bartram, and Philippe Pasquier. 2014. Designing for movement. In Conf. Human Factors in Computing Systems. ACM Press, New York, New York, USA, 991--1000.
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Mel Slater. 2009. Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society B: Biological Sciences 364, 1535 (Nov. 2009), 3549--3557.
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Tuukka M. Takala, Lauri Malmi, Roberto Pugliese, and Tapio Takala. 2016. Empowering Students to Create Better Virtual Reality Applications: A Longitudinal Study of a VR Capstone Course. Informatics in Education 15, 2 (Nov. 2016), 287--317.

Cited By

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  • (2022)Considerations for (Teaching) Facilitator Roles for Movement-Based DesignExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558315(233-239)Online publication date: 2-Nov-2022

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  1. Incorporating Virtual Reality in an Embodied Interaction Course

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    cover image ACM Other conferences
    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. Design Theory
    2. Embodied Interaction
    3. Movement qualities

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    MOCO '18

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    Overall Acceptance Rate 85 of 185 submissions, 46%

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    • (2022)Considerations for (Teaching) Facilitator Roles for Movement-Based DesignExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558315(233-239)Online publication date: 2-Nov-2022

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