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DAP 2010 : Devices that Alter Perception | |||||||||||||||||
Link: http://devices-alter.me/10/ | |||||||||||||||||
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Call For Papers | |||||||||||||||||
Devices that Alter Perception (DAP 2010) 2nd CFP
ABSTRACT Sensors, actuators, implants, wearable computers, and neural interfaces can do more than simply observe our bodies: these devices can also alter and manipulate our perceptions. This workshop will promote the design and critique of systems whose explicit purpose is to alter human percepts. Participants will be asked to present abstracts, images, videos and demonstrations that focus on devices that shape perceptual phenomena. The goals of the workshop are to: (1) document an emerging field of device design; (2) facilitate the development of these devices by sharing designs; (3) better understand the process of perception and how it informs the design of devices; and (4) debate the aesthetics, perceptual change, social and ethical issues as well as functional transformation the presented works envision for the future. Keywords: perception, sensors, media art, interaction, augmented reality, phenomenology, transhumanism, prosthetics. INDEX TERMS: B.4.2 Input/Output Devices, H5.m. Information interfaces and presentation Submission for the Arts, Media and Humanities Program 1 BACKGROUND Systems that perform sensory substitution [1] as well as techniques like galvanic vestibular stimulation [2] (which interact with human balance and gait) demonstrate actual devices that act upon human percepts. Projects such as Body Mnemonics [3], which makes use of proprioception, the FeelSpace belt [4] which offers a variety of magnetic perception, Haptic Radar [5] which augments perception of space, and Low-fi Skin Vision [6] which illustrates sensory substitution all provide stronger evidence of a growing genre of on-human perceptual devices. Philosophically, we are keenly interested in accounts of perception and its relationship to tools and devices. Noë's account detailed in Action in Perception [7], we find deeply influential. His development of J.J. Gibson's view of perceptual systems [8] allows us to think theoretically about how the percepts make use of devices ready-at-hand. Clark anticipates this view in Natural Born Cyborgs and with theories concerning human-machine symbiosis [9]. We are further inspired by Stelarc's performances illustrating the relentless hybridization of human and technology.[10]. The augmented reality research community is keenly aware of the importance of perceptual biases such as those discussed by Drascic and Milgram [11]. Instead of viewing these as a human factors problem, we will advocate using such biases and perceptual illusions to create new devices that more tightly integrate with our perceptual processes. 1.1 Motivation We wish to develop and bring together work related to human perception such as sensor systems, physical computing, and interaction design projects. The areas of augmented cognition, augmented reality, subliminal user interfaces, brain-computer interfaces, prosthetic design, affective computing and haptics are all overtly relevant. Examples of suitable position paper topics include: • Devices which initiate reflexive responses in users • Phenomena such as perceptual illusions which can be exploited by systems and devices • Media art that makes unconventional use of the viewer's precepts • Systems which seek to alter user behaviour subtly (such as alerting the user without diverting attention) • Prosthetics that transform perception by making use of techniques such as sensory-substitution • Sensor systems that regulate or reshape emotions • Psychological and physiological studies that relate to the process of perception • Device designs capitalizing on neuroscience established tools such as EEG, but also emerging techniques such as diffuse optical tomography and transcranial magnetic stimulation • Displays that allow atypical perceptual experiences (such as temporal distortions, out-of-body experiences, etc.) • Worn devices that simulate synesthesia combining haptic visual and optical sensations • Devices that map imperceptible phenomena onto the percepts • Interfaces which target awareness by inducing drowsiness or alertness • Haptic devices that allow re-experience of another persons' percepts These examples lead to important questions for designers: Can users control devices that manipulate the precepts? What would be necessary for users to trust these devices? Such ethical design questions deserve consideration and debate since delusory experiences and unreliable perceptions may be unplanned byproducts of these devices. 2 OBJECTIVES There is a growing need to document designs that seek to manipulate or alter the process of perception. And so the objectives for this year's workshop are: • Compilation and publication of a device catalog which will illustrate the current state of the field. • Joint discussion by sensor engineers and interaction designers on models of perceptual phenomena • Critique and recognition for designers of devices that focus on the percepts • Debate of social problems and ethical issues that surround technologies operating on or below the level of user awareness The workshop's results should be widely applicable since the human precepts (as embodied by our sensory nervous system and evidenced by our conscious experience) are an element of every interaction with mixed and augmented reality systems. 3 FORMAT Both device demonstrations and design concepts are welcome for 10-minute oral presentations or demonstrations followed by 5-minute question and answers sessions. The workshop will encourage lively debate on the aesthetic, social, and ethical implications of the works presented. Abstracts describing submissions are limited to 1000 words and two A4 pages in length. Abstracts must be accompanied by a single image at a minimum 2000 x 2000 pixel resolution; this might be a photo, sketch, or schematic provided in JPEG, PNG, or PDF format. The format of abstract submissions will be PDF, however the abstract document design and layout is free for participants to choose working within the constraint of two A4 pages. Preceding the workshop, abstracts will be posted and available for public comment on the workshop website. Submissions describing work-in-progress on designs, prototypes and systems are welcome. During the workshop participants will vote to award a best design prize. 3.1 AGENDA This year's DAP workshop will be a full-day workshop. We are currently planning for 10 presentations. The schedule will allow time for these presentations but also preliminary planning of the device catalog book: 9:00 - 10:00 Keynote: James Auger 10:00 - 10:30 Design Discussions 10:30 - 11:00 Coffee break 11:00 - 12:30 Demonstrations 12:30 - 13:30 Lunch 13:30 - 15:00 Design Critique and Debate 15:00 - 15:30 Afternoon Break 15:30 - 16:30 Device Catalog Book Planning 16:30 - 17:00 Awarding of Best Design Prize 17:00 - 17:30 Wrap-up Discussion 18:30 - 19:00 ISMAR Welcome Reception 3.2 LOCATION Devices that Alter Perception will be held on October 13th, 2010 at COEX, Seoul, Korea. It is being organized in conjunction with the IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2010). 4 SOLICITING SUBMISSIONS To expand the existing community who've participated in the previous two year's workshops we plan to aggressively promote the workshop to attract submissions from a broad audience of designers, artists, engineers, hackers, and human-centered computing experts. We will issue a call for papers and send it to mailing lists and blogs related to interaction design, physical computing, and virtual reality. Augmenting website publicity, we intend to use postcards and posters placed at critical venues, galleries, and research labs. We further intend to promote the workshop through the use of social media such as Twitter, Reddit, and Facebook among others. Lastly, we will solicit submissions using dependable methods like visiting laboratories conducting related research to talk about the workshop and encourage potential participants to submit. We expect participants from communities interested in device art as well as those with a background in sensor and wearable engineering. By moving away from position papers towards abstracts and imagery (which are more typical in design communities) we hope to broaden the participating audience. 4.1 On Line Materials The call for papers, information for attendees, and accepted submissions are hosted at: http://devices-alter.me/10 5 SELECTING PARTICIPANTS Abstracts for the workshop will be submitted using the EasyChair conference system. The workshop committee will use a jury format to assess submitted designs and demonstrations. Each abstract will be reviewed by a minimum of three program committee members and feedback will be provided with both accepted and rejected submissions. 5.1 TIMELINE • July 1st, 2010: First call for papers announcement • August 1st, 2010: Second call for papers announcement • September 1st, 2010: Deadline for abstracts and imagery • September 15th, 2010: Author acceptance notification • October 1st, 2010: Camera-ready abstracts due • October 7th, 2010: Program available online • October 13th, 2010: DAP 2010 Workshop • October 13-16 2010: ISMAR Main Conference 6 ORGANIZER BIOGRAPHIES Carson Reynolds is a Project Assistant Professor at the University of Tokyo. His research interests are sensor systems, privacy, and roboethics. He holds a Doctor of Philosophy from the Massachusetts Institute of Technology from the Program in Media Arts and Sciences where he performed research at the Media Lab’s Affective Computing group. Alvaro Cassinelli is Assistant Professor and leader of the Meta-Perception Group at the Ishikawa-Komuro laboratory. His research interests lie in the area of human-computer interfaces for enhancing human communication and expression. He also enjoys working at the boundary between Science and Art. Alvaro Cassinelli was born in Uruguay and obtained an Engineering degree in Telecommunications and a Ph.D. in Physics while living in France. Tomoko Hayashi is a multidisciplinary artist/designer trained in Japan and the UK. Her work explores the use of tactile and digital media to enhance the intimacy and human connection facilitated by contemporary communication technologies. She is currently working at The University of Tokyo in Meta Perception Group. Danielle Wilde has an MA in Interaction Design from the Royal College of Art, London and is completing a PhD in body-worn technologies and the poetics of embodied interaction, at Monash University, Melbourne and CSIRO, Australia. She is currently a Visiting Researcher at Tokyo University in the Ishikawa Komura Laboratory Meta Perception Group. Alexis Zerroug is an assistant at the Ishikawa Komuro Laboratory at the University of Tokyo. He holds a Master's degree in Virtual Reality from ParisTech-Laval. Previously he received an engineering degree from the five-year program at ESIEA (Laval, France). His expanding interests include new human interfaces and new media art. Jussi Ängeslevä balances between education, research and industry, holding guest professorship at the Berlin University of the Arts and working as Art Director at ART+COM design agency. Ranging from novel interaction design research to physical installations and architectural media, his work exists in publications, prototypes and patents as well as high profile installations in public space. Matt Karau is an Electrical Engineer (BSc. MIT, 2001) and educator whose professional experience runs the gamut from independent media art installations to electronics design for Fortune 500 companies. He has worked in the MIT Media Lab, the Media Lab Europe, and was a founding member of the Distance Lab. His teaching includes presenting courses in the No. 2 High School (EFZ) at ECNU (China), Trinity College Dublin, and the University of Design (HfG) Karlsruhe. Matt currently works for ART+COM and lectures in the University of the Arts (UdK) Berlin. Susanna Hertrich works as independent artist and designer in Berlin. Her body of work comprises photography, installations, machines to storytelling and video. She likes to challenge boundaries between Research and Art. Former affiliations to research facilities include Intel Corporation's People & Practices Group and Meta Perception Group of University of Tokyo. REFERENCES [1] Kaczmarek, K. A., Webster, J. G., Bach-y Rita, P. and Tompkins, W. J. 1991. Electrotactile and vibrotactile displays for sensory substitution systems. IEEE Transactions on Biomedical Engineering, vol. 38, no. 1, pp. 1-16, January 1991. [2] Maeda, T., Ando, H., Amemiya, T., Nagaya, N., Sugimoto, M., and Inami, M. 2005. Shaking the world: galvanic vestibular stimulation as a novel sensation interface. In: ACM SIGGRAPH 2005 Emerging Technologies (Los Angeles, California, July 31 - August 04, 2005). D. Cox, Ed. SIGGRAPH '05. ACM, New York, NY. [3] Ängeslevä, J., O'Modhrain, S., Oakley, I., and Hughes, S. 2003. Body mnemonics. In: Mobile HCI Conference 2003, volume 16. [4] Nagel, S. K., Carl, C., Kringe, T., Märtin, R., and König, P. 2005. Beyond sensory substitution—learning the sixth sense. Journal of Neural Engineering, 2(4):R13+. [5] Cassinelli, A., Reynolds, C., and Ishikawa, M. 2006. Haptic radar. In SIGGRAPH '06: ACM SIGGRAPH 2006 Sketches, New York, NY, USA. ACM. [6] Bird, J., Marshall, P., and Rogers, Y. 2009. Low-fi skin vision: a case study in rapid prototyping a sensory substitution system. In BCS HCI '09: Proceedings of the 2009 British Computer Society Conference on Human-Computer Interaction, pages 55-64, Swinton, UK, UK. British Computer Society. [7] Noë, A. 2006. Action in Perception (Representation and Mind Series). The MIT Press. [8] Gibson, J. J. 1983. Senses Considered As Perceptual Systems. Waveland Press. [9] Clark, A. 2003. Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence. Oxford University Press, USA, first edition. [10] Stelarc, 1991. "Prosthetics, robotics and remote existence: Postevolutionary strategies," Leonardo, vol. 24, no. 5, pp. 591-595. [11] Drascic, D. and Milgram, P. 1996. Perceptual Issues in Augmented Reality. Proc. SPIE Vol. 2653: Stereoscopic Displays and Virtual Reality Systems III, San Jose, California, Feb. 1996. 123-134. |
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