The concept of human-computer integration (HInt) is entering a new evolutionary phase, that leads to a paradigm shift from interaction to the integration of computing devices with the human body (Farooq & Grudin, 2017). This embodied integration, where a computer tightly integrates with the human body (Mueller, Maes & Grudin, 2019), engages the human being in mutual give-and-take relationships with computational systems. The paradigm shift in human-computer integration might have more to do with ‘becoming-in-the-world’ (Shildrick, 2022) than with ‘being-in-the-world’ requires a rethinking in the philosophy on the human body and its technological intertwining. Our research project starts from the belief that new insight and meanings on bodily understanding in the context of Human-Computer Integration can only be achieved through a creative and artistic exploration of the ‘lived experience’ of disabled bodies. In this project, research activities will be grounded in feminist philosophy and performed into the context of disability, yet the methodological approach of exploring the ‘felt sense’ and ‘kinaesthetics’ of the disability materiality takes place through performative design practice at the intersection of the HCI-related research fields of Soma Design (Höök, 2018) and Somaesthetics (Shusterman, 2008), as well as artistic disciplines, such as Musicology and Music Therapy, Dance and Dance Movement Therapy, Disability Arts and Critical Disability Studies. This paper starts with an explanation of the current research situation, and then provides background information on the different schools of thought that are present in the project. It continues with describing the research goals, methods, and research questions. The final part of the paper consists of an overview of three preliminary studies which explore human-computer relationships through the combination of performative practice and cyber-physical demonstrators, created by bachelor-students ‘Communication and Multimedia Design’ at Amsterdam University of Applied Sciences in The Netherlands and master-students ‘Web, Communication, and Information Systems’ at the Fachhochschule Kufstein in Austria. The takeaway message of this paper is that to advance our understandings of human-computer integration, we must consider a perspectivist viewpoint to develop alternative ways for exploring the bodily complexities of human-computer integration. We further argue that disability can be a catalyst for innovation and life-changing design in health and well-being, as it automatically emphasises the need for engaging with ‘being human’ in the context of the human-computer relationship. This PhD-project is productively looking for new forms of studying the context of disability, to unveil, excavate and expose knowledge for human- computer integration (HInt) that would otherwise be overlooked in the HCI-community.
With the introduction of research activities in higher professional education in the Dutch higher education system, the notions of ‘research’ that were previously silently agreed upon among academics in traditional universities also came under pressure. Additionally, bothtypes of higher education actively claim to have educational programs of a different character. The ground underneath the difference is claimed to be the presence of distinct research activities. This study considers this difference through the discourse on ‘research’ of lecturers in both higher professional education and university education. In interviews, lecturers were asked to judge an argument on their own work-related activities to be ‘research’ or ‘nonresearch’. Through a network-analysis approach, the data results in five discursive building blocks that all lecturers apply in their arguments, and three discursive themes on research. Furthermore, this research indicates that differences among lecturers on discursive themes areonly partly based on institutional differences.
This doctoral thesis describes three case studies of service engineers participating in organizational change, interacting with managers and consultants. The study investigates the role of differences in professional discourse and culture when these three professional groups interact in organizational change, and how this affects the change result. We bring together two scientific fields, first change management and second, linguistics. The intersection represents the overlapping field of professional discourse and culture. The research design was an explorative multiple case study using qualitative linguistic analyses. The study found that successful organizational change is the result of interaction between professional culture, the organizational culture and the organization/change context. The differences between the professional cultures and discourses can hamper the change process. The practical contribution of this study might be the increased awareness among professionals about their own professional, and often implicit, assumptions. Managers, consultants and service engineers have to be aware of the group dynamics and the specific role of their own typical professional discourse and culture in a change project setting.
The PhD research by Joris Weijdom studies the impact of collective embodied design techniques in collaborative mixed-reality environments (CMRE) in art- and engineering design practice and education. He aims to stimulate invention and innovation from an early stage of the collective design process.Joris combines theory and practice from the performing arts, human-computer interaction, and engineering to develop CMRE configurations, strategies for its creative implementation, and an embodied immersive learning pedagogy for students and professionals.This lecture was given at the Transmedia Arts seminar of the Mahindra Humanities Center of Harvard University. In this lecture, Joris Weijdom discusses critical concepts, such as embodiment, presence, and immersion, that concern mixed-reality design in the performing arts. He introduces examples from his practice and interdisciplinary projects of other artists.About the researchMultiple research areas now support the idea that embodiment is an underpinning of cognition, suggesting new discovery and learning approaches through full-body engagement with the virtual environment. Furthermore, improvisation and immediate reflection on the experience itself, common creative strategies in artist training and practice, are central when inventing something new. In this research, a new embodied design method, entitled Performative prototyping, has been developed to enable interdisciplinary collective design processes in CMRE’s and offers a vocabulary of multiple perspectives to reflect on its outcomes.Studies also find that engineering education values creativity in design processes, but often disregards the potential of full-body improvisation in generating and refining ideas. Conversely, artists lack the technical know-how to utilize mixed-reality technologies in their design process. This know-how from multiple disciplines is thus combined and explored in this research, connecting concepts and discourse from human-computer interaction and media- and performance studies.This research is a collaboration of the University of Twente, Utrecht University, and HKU University of the Arts Utrecht. This research is partly financed by the Dutch Research Council (NWO).Mixed-reality experiences merge real and virtual environments in which physical and digital spaces, objects, and actors co-exist and interact in real-time. Collaborative Mix-Reality Environments, or CMRE's, enable creative design- and learning processes through full-body interaction with spatial manifestations of mediated ideas and concepts, as live-puppeteered or automated real-time computer-generated content. It employs large-scale projection mapping techniques, motion-capture, augmented- and virtual reality technologies, and networked real-time 3D environments in various inter-connected configurations.This keynote was given at the IETM Plenary meeting in Amsterdam for more than 500 theatre and performing arts professionals. It addresses the following questions in a roller coaster ride of thought-provoking ideas and examples from the world of technology, media, and theatre:What do current developments like Mixed Reality, Transmedia, and The Internet of Things mean for telling stories and creating theatrical experiences? How do we design performances on multiple "stages" and relate to our audiences when they become co-creators?Contactjoris.weijdom@hku.nl / LinkedIn profileThis research is part of the professorship Performative Processes