This paper explores the design space of bio-responsive entertainment, in this case using a film that responds to the brain and blink data of users. A film was created with four parallel channels of footage, where blinking and levels of attention and meditation, as recorded by a commercially available EEG device, affected which footage participants saw. As a performance-led piece of research in the wild, this experience, named #Scanners, was presented at a week long national exhibition in the UK. We examined the experiences of 35 viewers, and found that these forms of partially-involuntary control created engaging and enjoyable, but sometimes distracting, experiences. We translate our findings into a two-dimensional design space between the extent of voluntary control that a physiological measure can provide against the level of conscious awareness that the user has of that control. This highlights that novel design opportunities exist when deviating from these two-dimensions -when giving up conscious control and when abstracting the affect of control. Reflection on of how viewers negotiated this space during an experience reveals novel design tactics.
This paper presents research based on the creation and development of two Brain Controlled Interface (BCI) based film experiences. The focus of this research is primarily on the audio in the films; the way that the overall experiences were designed, the ways in which the soundtracks were specifically developed for the experiences and the ways in which the audience perceived the use of the soundtrack in the film. Unlike traditional soundtracks the adaptive nature of the audio means that there are multiple parts that can be interacted with and combined at specific moments. The design of such adaptive audio systems is something that is yet to be fully understood and this paper goes someway to presenting our initial findings. We think that this research will be of interest and excite the Audio-HCI community.
What for and how will we design children's technologies in the transhumanism age, and what stance will we take as designers? This paper aims to answer this question with 13 fictional abstracts from sixteen authors of different countries, institutions and disciplines. Transhumanist thinking envisions enhancing human body and mind by blending human biology with technological augmentations. Fundamentally, it seeks to improve the human species, yet the impacts of such movement are unknown and the implications on children's lives and technologies were not explored deeply. In an age, where technologies can clearly be defined as transhumanist, such as under-skin chips or brain-machine interfaces, our aim is to reveal probable pitfalls and benefits of those technologies on children's' lives by using the power of design fiction.
While many still consider interactive movies an unrealistic idea, current delivery platforms like Netflix, commercial VR, and the proliferation of wearable sensors mean that adaptive and responsive entertainment experiences are an immediate reality. Our prior work demonstrated a brain-responsive movie that showed different views of scenes depending on levels of attention and meditation produced by a commercialized home-entertainment brain sensor. Based on lessons learned, this demonstration exhibits the new interactions designed for our new braincontrolled movie, The MOMENT, being released in 2018.
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