Expressive Space

Expressive Space
Author: Gregory Whistance-Smith
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 273
Release: 2022-01-19
Genre: History
ISBN: 9783110723731

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Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Expressive Spaces in Digital 3D Cinema

Expressive Spaces in Digital 3D Cinema
Author: Owen Weetch
Publsiher: Springer
Total Pages: 168
Release: 2016-09-26
Genre: Performing Arts
ISBN: 9781137542670

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This book puts forward a more considered perspective on 3D, which is often seen as a distracting gimmick at odds with artful cinematic storytelling. Owen Weetch looks at how stereography brings added significance and expressivity to individual films that all showcase remarkable uses of the format. Avatar, Gravity, The Hole, The Great Gatsby and Frozen all demonstrate that stereography is a rich and sophisticated process that has the potential to bring extra meaning to a film’s narrative and themes. Through close reading of these five very different examples, Expressive Spaces in Digital 3D Cinema shows how being sensitive to stereographic manipulation can nuance and enrich the critical appreciation of stereoscopic films. It demonstrates that the expressive placement of characters and objects within 3D film worlds can construct meaning in ways that are unavailable to ‘flat’ cinema.

The Expressive Moment

The Expressive Moment
Author: Marc Leman
Publsiher: MIT Press
Total Pages: 251
Release: 2023-12-26
Genre: Music
ISBN: 9780262550864

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A new way to understand expressive interaction, focusing on the dynamic, fast, pre-reflective processes underlying interactions with music. The expressive moment is that point in time when we grasp a situation and respond quickly, even before we are aware of it. In this book, Marc Leman argues that expression drives this kind of interaction, and he proposes a general framework for understanding expressive interactions. He focuses on the dynamic, fast, and pre-reflective processes underlying our interactions with music—whether we are playing an instrument, dancing, listening, or using new interactive technologies. Music offers a well-established domain for studying these fast and interactive processes, and Leman argues that understanding the power of expressive interaction through music may help us understand cognitive processing in other domains, including language, human action coordination, human-animal interaction, and human-machine interaction. Leman regards expressive interactions with music as energizing and empowering. He argues that music is based on patterns that intervene with a reinforcing loop in the human brain, strengthening learning, motivation, and reward. He argues further that the reinforcing effect is influenced by the interaction flow, by fast processes that handle expressive qualities on the fly. Leman sets out the framework in which expressive interaction is situated, describing, among other things, a pragmatic model of communication in which the fundamental components are enactment and dynamics. He looks in more detail at the cognitive-motivational architecture, discussing sensorimotor and motivational schemes. Finally, he discusses applications for the concepts behind expressive motivation in such fields as sports, entertainment, rehabilitation, multimedia art, and music education.

Expressive Space

Expressive Space
Author: Gregory Whistance-Smith
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 272
Release: 2022-01-19
Genre: History
ISBN: 9783110723847

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Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Expressive Processing

Expressive Processing
Author: Noah Wardrip-Fruin
Publsiher: MIT Press
Total Pages: 500
Release: 2012-02-10
Genre: Computers
ISBN: 9780262302685

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From the complex city-planning game SimCity to the virtual therapist Eliza: how computational processes open possibilities for understanding and creating digital media. What matters in understanding digital media? Is looking at the external appearance and audience experience of software enough—or should we look further? In Expressive Processing, Noah Wardrip-Fruin argues that understanding what goes on beneath the surface, the computational processes that make digital media function, is essential. Wardrip-Fruin looks at “expressive processing” by examining specific works of digital media ranging from the simulated therapist Eliza to the complex city-planning game SimCity. Digital media, he contends, offer particularly intelligible examples of things we need to understand about software in general; if we understand, for instance, the capabilities and histories of artificial intelligence techniques in the context of a computer game, we can use that understanding to judge the use of similar techniques in such higher-stakes social contexts as surveillance.

Expressive Space

Expressive Space
Author: Gregory Whistance-Smith
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 272
Release: 2022-01-19
Genre: History
ISBN: 9783110723847

Download Expressive Space Book in PDF, Epub and Kindle

Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

Corporeity and Affectivity

Corporeity and Affectivity
Author: Karel Novotny,Pierre Rodrigo,Jenny Slatman,Silvia Stoller
Publsiher: BRILL
Total Pages: 362
Release: 2013-10-02
Genre: Language Arts & Disciplines
ISBN: 9789004261341

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The articles in this volume reflect upon the intersections of corporeity and affectivity in Maurice Merleau-Ponty’s phenomenology. They illuminate the meaning of his phenomenology regarding corporeity and affectivity from various phenomenological perspectives. Corporeity and Affectivity explores his invaluable contribution in interdisciplinary and trans-disciplinary respect, including the humanities, the arts and the sciences. Contributors include: Alexei Chernyakov (†), Jagna Brudzińska, Universität Köln, IFiS PAN Warschau, Nicola Zippel, Sapienza University of Rome, Department of Philosophy, Karel Novotný, Faculty of Humanities, Charles University of Prague, James Mensch, Charles University in Prague, Faculty of Humanities, Annabelle Dufourcq, Charles University Prague, Faculty of Humanities, Juho Hotanen, University of Helsinki, Silvia Stoller, Universität Wien, Pierre Rodrigo, Université de Bourgogne, Dijon, Antonino Firenze, University Pompeu Fabra, Barcelona, Shaun Gallagher, University of Memphis, Department of Philosophy, Kwok-ying Lau, The Chinese University of Hong Kong, Monika Murawska, The Academy of Fine Arts, Warsaw, Irene Breuer, Bergische Universität Wuppertal, Mauro Carbone, Université “Jean Moulin” Lyon 3, Faculté de philosophie, László Tengelyi, Bergische Universität Wuppertal, Björn Thorsteinsson, University of Oceland, Institute of Philosophy, Mikkel B. Tin, Telemark University College, Porsgrunn, Tamás Ullmann, ELTE University of Budapest, Institute of Philosophy, Johann P. Arnason, La Trobe University, Melbourne; Charles University, Faculty of Humanities, Prague, Michael Staudigl, Vienna University, Department of Philosophy, Suzi Adams, Flinders University, Adelaide

Gesture Based Communication in Human Computer Interaction

Gesture Based Communication in Human Computer Interaction
Author: Antonio Camurri,Gualtiero Volpe
Publsiher: Springer
Total Pages: 571
Release: 2011-04-02
Genre: Computers
ISBN: 9783540245988

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Research on the multifaceted aspects of modeling, analysis, and synthesis of - man gesture is receiving growing interest from both the academic and industrial communities. On one hand, recent scienti?c developments on cognition, on - fect/emotion, on multimodal interfaces, and on multimedia have opened new perspectives on the integration of more sophisticated models of gesture in c- putersystems.Ontheotherhand,theconsolidationofnewtechnologiesenabling “disappearing” computers and (multimodal) interfaces to be integrated into the natural environments of users are making it realistic to consider tackling the complex meaning and subtleties of human gesture in multimedia systems, - abling a deeper, user-centered, enhanced physical participation and experience in the human-machine interaction process. The research programs supported by the European Commission and s- eral national institutions and governments individuated in recent years strategic ?elds strictly concerned with gesture research. For example, the DG Infor- tion Society of the European Commission (www.cordis.lu/ist) supports several initiatives, such as the “Disappearing Computer” and “Presence” EU-IST FET (Future and Emerging Technologies), the IST program “Interfaces & Enhanced Audio-Visual Services” (see for example the project MEGA, Multisensory - pressive Gesture Applications, www.megaproject.org), and the IST strategic - jective “Multimodal Interfaces.” Several EC projects and other funded research are represented in the chapters of this book. Awiderangeofapplicationscanbene?tfromadvancesinresearchongesture, from consolidated areas such as surveillance to new or emerging ?elds such as therapy and rehabilitation, home consumer goods, entertainment, and aud- visual, cultural and artistic applications, just to mention only a few of them.