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The
theory of conceptual metaphor is explained as a kind of metaphor-making.
Metaphor-making in this instance refers to representations of the human
body and of the manner in which human beings negotiate their physical and
cultural environments (Lakoff & Johnson, 1999). The concept of ‘understanding’
is commonly represented in the form of a mental image, for example as the
‘grasping’ of an object. Humans construct their understanding
of the world and their place in it through transactions with its physical
nature and build them into abstract concepts. (Lakoff & Johnson, 1980,
1999). Making intentional connections with concrete experience involves
cross-domain relational mapping. Cross-domain mappings originate as concrete
episodes in human experience shaping the relational structure of concepts.
The process of metaphor-making which underpins this mental mapping, occurs
spontaneously (Cantril, 1960)
.
During the 1980’s computer scientists designed and developed the graphical
user interface currently exemplified in the Apple Macintosh desktop. Human-computer
interaction expanded from this point to include virtual knobs (widgets),
sliders and other forms of physical interactions more widely used to engage
with the concrete world. However, commercially designed interfaces lack
a formally explained linkage between the sensory input of interactive encounters
and the narrative reasoning they impose. Through the experimental application
of sensor/physical interfaces, designed to reduce the cognitive load or
split attention of users (Saul 1999), this study tests a metaphorical scaffolding
for the navigation of abstract cinematic events that promises a more seamless
transition between narrative content and its physical encounter.
D.A. Norman argues that interface designers assume that users will appreciate
intuitively their conceptual intentions. He claims that most interface designers
provide insufficient interactive diversity to render content conceptually
transparent. Many examples are sighted in Norman’s The Psychology
of Every Day Things. In response to Norman’s observations we seek
to revise the staring point for our conceptual model of user interface by
borrowing Primary Conceptual Metaphors (PCM) from conceptual metaphor theory
and using cross-domain relational mapping of these metaphoric responses
to embodied experience.
Computers allow complete control of the interactive cinematic environment,
the computer can only project the images and connections designed into the
content. The CI’s can control the cinematic content and the design
of the source-target connections within the sensor/physical user interface
that reinforce association between relevant movements or positions and/or
spatial relations and the actual link from the source (the interface) to
the target (content).
Specifically this research aims to:
Employ Lakoff’s metaphor-based approach to concept formation in the
generation of sensor/physical user interfaces within interactive cinematic
environments. This research will by means of place, orientation and distance
allow beholders to navigate a world of projected moving images encountered
in the expanded cinematic form via the concrete physical domain of PCM-based
sensor/physical user interfaces.
Test the hypothesis that PCM as a model for sensor/physical computing user
interface design, by developing a series of prototypical sensor/physical
user interfaces. Two different scenarios are going to be tested. A single
spectator model in a single and/or multi-projection screen environment.
The spectator is tracked by the vision-system and there absolute position
and relative position to the screen(s) is the trigger for content change.
The PCM utilised for this scenario will be derived in consultation with
the dramaturge and video director. Potential candidates are: “more
is up”, “time is motion”, “states are locations”.
The second scenario is tracking multiple people (up to three) and make their
relative position to each other and their orientation the trigger for screen
events. The PCM utilised for this scenario will be derived in consultation
with the dramaturge and video director but for example the PCM could be
“Intimacy is closeness”, “relationships are enclosures”.
Interpret and refine the PCM sensor user interfaces we developed in particular
evaluate the split attention problem (Saul 1999) between interface negotiations
and the potentialities of beholder generated multi-temporal narrative experiences.
By watching the spectators interacting with the environment we should be
able to get a better understanding if the approach is successful and the
user understood intuitively the underlying metaphorical concept. This may
be on an unconscious level or the user is aware of the structure. Utilising
the vision based tracking system we will be able to gather empirical data
about user movement in the environment. This data will be used for analysing
user movement, their dynamic and length of stay. We will ask the users to
fill out a questionnaire after exploring the environment. Questions asked
are about their understanding of the underlying structure, their emotional
engagement, problems, and their level of enjoyment. Through the combination
of the information we collected (objective computer data, subjective from
the CI’s perspective and subjective from user’s point-of-view)
we will be able to analyse and evaluate the success level of our PCM based
user interface. |