2007
DOI: 10.1386/padm.3.1.17_1
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The interior life of iPoi: Objects that entice witting transitions in performative behaviour

Abstract: This article charts the development of the iPoi project which we introduced in a relationships with technological objects by uncovering how one might use wittingness to stimulate performative behaviour and thus extend the capacity for creative expression through the affordance of these objects.

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Cited by 2 publications
(2 citation statements)
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References 6 publications
(4 reference statements)
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“…Reeves et al (2005) present a framework for examining performers' manipulations and their resultant effects yet their framework encompasses all people who interact with a system, regardless of their insight, or virtuosity and cannot be used to capture how spectators become performers (Sheridan, 2006;Sheridan, Bayliss and Bryan-Kinns, 2007a;Sheridan, Bryan-Kinns and Bayliss, 2007b). Moreover, Reeves et al's (2005) framework does not account for people who are in the same space as the performance, but not implicated in it.…”
Section: Introductionmentioning
confidence: 99%
“…Reeves et al (2005) present a framework for examining performers' manipulations and their resultant effects yet their framework encompasses all people who interact with a system, regardless of their insight, or virtuosity and cannot be used to capture how spectators become performers (Sheridan, 2006;Sheridan, Bayliss and Bryan-Kinns, 2007a;Sheridan, Bryan-Kinns and Bayliss, 2007b). Moreover, Reeves et al's (2005) framework does not account for people who are in the same space as the performance, but not implicated in it.…”
Section: Introductionmentioning
confidence: 99%
“…Our aim was to design and build an interactive object, which would entice performative interaction and play (Sheridan et al, 2007). Using accelerometers as the mediating technology (Sheridan, 2006) and the performing body in flight, Hoverflies developed into an outdoor installation that investigated how motion, gravitational pull and velocity might manifest into a variety of digital outputs and make an impact on both the experience of the user and on those participating as observers or audience.…”
Section: (Re)searching Through Playmentioning
confidence: 99%