This course is an introduction to embodied interaction design, on theoretical, practical and technical level.
Im Unterrichtsmodul Computer Vision werden Grundlagen von Videoanalyse und Trackingtechnologien vermittelt.
Objects and events in our surroundings make us perceive and act. Sometimes we do this intentionally. Sometimes we are unaware that something or someone changes the way we move through space.
The BOXED project investigates the use of basic interactive objects as tools that can encourage active play in children’s natural environments.
Interdisciplinary Workshop at Design Departement on the subject of automated and autonomous drawing.
The EFS Evaluation of Feedback-Systems in automated Gait Training Project is based on the previous KTI project A-Int (Activity boosting Interaction in Neurologic Gait Training).
This is the final project of the "Embodied Interaction Design Basics" course, where students learn the basics of Physical Computing. Every student had to build a component of a "Lauf der Dinge" which was firstly introduced by Fischli/Weiss as an art film (1987). The concept of "Lauf der Dinge" is to build a long causal chain assembled of everyday objects interacting with each other in a very simple way. In the course the students build various closed modules – able to perform one specific task – with the ability to accept input from the previous and sending a signal to the succeeding module.
During an interdisciplinary workshop at the Design Department of ZHdK Graphomat jr. was developed for experimenting with the subject of automated and autonomous drawing. Graphomat jr. is a creative tool as well as a platform for learning the basics of programming and developing for robotics. Therefore we wanted Graphomat jr. to be as simple as possible and at the same time flexible to use him a variety of applications.
The EFS Evaluation of Feedback-Systems in automated Gait Training Project is based on the previous KTI project A-Int (Activity boosting Interaction in Neurologic Gait Training). In the latter, we developed various interaction concepts that have the potential to significantly improve the effectiveness of gait rehabilitation. However, the patient's responsiveness to a certain interactive feedback depends on the individual and the state of recovery. Thus, the goal of the EFS project is to develop evaluation systems for measuring the effect of developed sonic interaction techniques on the progress of walking rehabilitation, and thus improve those or develop new ones.
The project merges the following research areas:
• sonic interaction design for guiding movement
• evaluation of sonic feedback and motivational strategies
• motivational strategies for walking rehabilitation in stroke patients
Prof. Dr. Karmen Franinovic
Andrês Villa Torres
Ability, NTB (Interstaatliche Hochschule für Technik Buchs), ZHAW-G
The Commission for Technology and Innovation (KTI), Switzerland
A pulsating light on the sea sends a signals to a lost boat, a noise of the traffic diverts your walk to a quieter street. Objects and events in our surroundings make us perceive and act. sometimes we do this intentionally. Sometimes we are unaware that something or someone changes the way we move through space.
When designing any spatial experience: an installation, a sound walk through the city, a public service or a responsive scenography, we shape the inhabitants’ experience by creating various objects of attention, or so-called perceptual attractors. We can design such objects of attention by shaping their spatial qualities such as brightness or size – an illuminated large door in a dark room that leads our way out. The temporal qualities such as speed can also divert or attract attention – we may notice a branch of a plant suddenly breaking down (short term response), but not see the growth of the same branch and how us not watering the plant led to its damage (long term response).
In this course, we will study how such attractors shape our experiences within existing urban contexts, and we will create new spatial experiences by designing such attractors within a performative setting – an installation or a dance scenography. Students will develop their own methods to capture, research and understand attention and movement in space, as well as have a possibility to work with motion capture systems, haptic floors and smart material sculptures. We will use the notion of Liquid Space to explore different ways of shifting between perceptual textures and objects, backgrounds and foregrounds.
The course will culminate in the workshop organized by a research project called Raüme der Aufmerksamkeit (Spaces of Attention) which will take place at Gessnerallee, in collaboration with students, researchers and dozents from music and performing arts.
Leitung: Prof.Dr.Karmen Franinovic
Assistenz: MA Clemens Winkler
MA Moritz Kemper