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课程成果丨2024 Studio II 时间可视化:具身与交互设计

D&I 同济大学设计创意学院
2024-11-16


“具身”(Embodiment) 是当代心理学和认知科学领域的热门话题,其基本含义指的是认知对身体的依赖性。当1950年图灵在其论文 《Computing Machinery and Intelligence》中将“具身”和“智能”结合起来的时候,所有人都认为这是一个很重要的概念,但受到当时技术条件的限制并没有获得进一步的发展。近年来随着人工智能等领域的长足发展,这个词又重新爆火了起来,因为具身不仅仅关乎身体,也关乎感觉与知觉、以及与物理身体产生交互的物品、环境和条件的总和。

今年的时间可视化课程聚焦"身体"和"时间"之间的关系,引入了知觉现象学、认知心理学的研究维度、以及混合现实的技术手段,从具身物与具身交互等角度讨论身体参与下的设计与创新,致力于破除技术发展的单调化,相关产出涉及未来演讲、未来社交、科学教育、以及哲学可视化等有趣话题。


"Embodiment" is a popular topic in contemporary psychology and cognitive science, with its fundamental meaning referring to the dependence of cognition on the body. When Turing combined "embodiment" with "intelligence" in his 1950 paper "Computing Machinery and Intelligence," it was widely recognized as an important concept. However, due to the technological limitations of the time, it did not see further development. In recent years, with significant advancements in fields like artificial intelligence, this term has regained popularity. Embodiment is not only about the body but also involves sensation, perception, and the sum of the objects, environments, and conditions that interact with the physical body.

This year's Time Visualization course focuses on the relationship between "body" and "time", introducing research dimensions from perceptual phenomenology and cognitive psychology, as well as technological approaches in mixed reality. It explores design and innovation from the perspectives of embodied objects and embodied interactions, aiming to break the monotony of technological development. The course's outputs touch on intriguing topics such as future presentations, future social interactions, science education, and the visualization of philosophy.


—— 郁新安 YU Xinan



01.

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《时之思/Think of Time》是一项探索游戏媒体中时间哲学的设计作品,通过展示八位哲学家对时间的思考,尝试通过质疑、解构、重构和回应四个步骤来可视化时间哲学的原理。

该作品让玩家在互动和体验中感受时间哲学及其带来的世界观。


Think of Time is a design work that explores the philosophy of time within the medium of gaming. By presenting the reflections of eight philosophers on the concept of time, the work attempts to visualize the principles of time philosophy through a process of questioning, deconstructing, reconstructing, and responding. This interactive experience allows players to engage with and immerse themselves in the philosophy of time, ultimately shaping their understanding of the world through the lens of temporal philosophy.



02.

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icmd^是一个智能配件的游戏化交互机制创新研究。该研究从智能配件产品交互形式单一化的痛点出发,利用apple系列智能配件产品自带的陀螺仪与加速度计,结合sdk和蓝牙等信号传输技术与手机、ipad通信。通过将智能配件转换为轻量化的游戏控制器,将基于屏幕的交互变得具身和直觉化,提升用户的游戏体验,增加用户对生态系统的粘性。


icmd^ is a research project focused on the innovative gamified interaction mechanisms for smart accessories. This study addresses the issue of the monotonous interaction forms in smart accessory products. By utilizing the built-in gyroscope and accelerometer of Apple smart accessories, in combination with SDKs and Bluetooth signal transmission technology for communication with devices such as iPhones and iPads, the research transforms smart accessories into lightweight game controllers. This conversion makes screen-based interactions more embodied and intuitive, enhancing the user’s gaming experience and increasing engagement within the ecosystem.



03.

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痒感是一种普遍存在的生理现象,与皮肤中神经末梢的刺激有关,常伴有抓挠的冲动。痒感的形成和传递不仅涉及生理因素,还包括心理和社会因素。在儿童教育中,通过虚拟现实(VR)技术和触觉反馈设备模拟爬行和叮咬昆虫引起的痒感,可以有效吸引儿童的注意力,增强他们对昆虫的知识和兴趣。我们利用VR技术和痒感模拟设计了一种创新的昆虫教育工具,旨在提升儿童的学习体验。


Itchiness is a common physiological phenomenon related to the stimulation of nerve endings in the skin and is often accompanied by an urge to scratch. The formation and transmission of itch involve not only physiological factors but also psychological and social dimensions. In the context of children's education, simulating the sensation of itch caused by crawling and biting insects through virtual reality (VR) technology and haptic feedback devices can effectively capture children's attention and enhance their knowledge and interest in insects. This project leverages VR technology and itch simulation to design an innovative educational tool aimed at enriching children's learning experiences.



04.

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《手间宇宙》深入研究了手势在演讲过程中对认知加工和表达增强的作用。基于空间认知理论,分析了10名不同国家和年龄段的TED演讲者的科学讲解视频,重点考察他们在镜头前使用手势的隐喻表现和分布频率。通过质性分析方法,揭示了多种手势类型在认知隐喻构建中的重要性,并提出了一套基于MR(混合现实)技术的增强现实设计方案,以帮助演讲者更有效地利用手势进行表达和交流。

Universe at Your Fingertips delves into the role of gestures in enhancing cognitive processing and expression during presentations. Grounded in spatial cognition theory, the study analyzes the scientific explanation videos of 10 TED speakers from various countries and age groups, focusing on the metaphorical use of gestures and their distribution frequency on camera. Through qualitative analysis, the research uncovers the significance of different gesture types in the construction of cognitive metaphors. Additionally, it proposes an augmented reality design framework based on mixed reality (MR) technology, aimed at helping speakers utilize gestures more effectively for communication and expression.



05.

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EyeInHand是一项利用XR、赛博格和脑机接口技术,旨在增强人体感知和运动功能的创新设计作品。虽然这些外接设备可以提升我们的能力,但在使用过程中,往往会引发认知冲突和混乱,从而降低设备的效用。EyeInHand通过VR技术创造了一个交互原型,故意制造手眼运动的认知冲突。通过这个原型,我们探索了如何利用隐喻迁移帮助用户更快适应这些冲突,提升对设备的适应性和使用效果。这个作品结合了传统语言学中的隐喻框架和具身理论,为解决认知适应问题提供了新的思路和方法。

EyeInHand is an innovative design project that leverages XR, cyborg, and brain-computer interface technologies to enhance human sensory and motor functions. While these external devices can augment our capabilities, their use often triggers cognitive conflicts and confusion, reducing their effectiveness. EyeInHand employs VR technology to create an interactive prototype that intentionally induces cognitive dissonance between hand-eye coordination. Through this prototype, the project explores how metaphorical transfer can help users more quickly adapt to these conflicts, thereby improving their adaptability and the effectiveness of the devices. By integrating metaphor frameworks from traditional linguistics with embodied cognition theory, this work offers new approaches and methods for addressing cognitive adaptation challenges.



06.

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Nestfusion是一个虚拟现实设计作品,旨在通过体现回归的概念,重新定义虚拟现实中的社交空间。传统社交媒体如Instagram和微信主要依赖文字、图片和点赞,这导致了缺乏身体感知的互动体验。Nestfusion通过设计一个自适应的社交空间原型,探索如何将二维屏幕互动转化为三维体现社交体验,重新将身体融入社交过程,提供更加沉浸和体现感的社交体验。作品中使用“巢”的概念作为隐喻,深入探讨虚拟现实中的个人空间及其动态互动,创造出独特且丰富的虚拟社交环境。

Nestfusion is a virtual reality design project that aims to redefine social spaces in VR by embodying the concept of the return of embodiment. Traditional social media platforms such as Instagram and WeChat primarily rely on text, images, and likes, leading to interactions that lack embodied sensory experiences. Nestfusion addresses this by designing an adaptive social space prototype that transforms two-dimensional screen-based interactions into a three-dimensional embodied social experience. By reintegrating the body into the social process, this project offers a more immersive and embodied social experience. The concept of the "nest" is used metaphorically to explore personal space and dynamic interactions within virtual reality, creating a unique and richly textured virtual social environment.




导师

郁新安 徐   江 张周捷

俞同舟 周静娱 张君阳


学生

葛沛源 谢玉婷 盘家瑜

李左嘉晟 彭也纯 滕雪苗

吴景旻 罗瑾怡 黄雪婷

郭昊洋 陈宁子 黎思铭


视觉:郑茜予

编排:郑茜予



TUTORS

YU Xinan, XU Jiang, ZHANG Zhoujie, 

YU Tongzhou, ZHANG Junyang, ZHOU Jingyu


STUDENTS

Ge Peiyuan, Xie Yuting,
Pan Jiayu, Li Zuojiasheng,
Peng Yechun, Teng Xuemiao,
Wu Jingmin, Luo Jinyi,
Huang Xueting, Guo Haoyang,
Chen Ningzi, Li Siming


Graphic Design: Zheng Xiyu

Layout: Zheng Xiyu





来源 | 研究生协同设计2 - 时间可视化课程
编辑 | 钰璐
责编 | 雪青


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