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A New Encounter with Alice

2011-JesseMeijersEtAL-ANewEncounterWithAlice
A New Encounter

Three of our first year students, Jesse Meijers, Marjolein Schets and Jim Steenbakker, did a nice project in the context of cultural computing. “The goal of the project was to create a new form of presence and user experience by turning the visitors sense of reality upside down through the use of modern technology. The rooms built for this project were based on scenes from the book `Alice’s Adventures in Wonderland’. We decided to build a new room. Our room is based on the scene where the tarts of the Queen of Hearts2 get stolen. The visitor will accidentally perform the theft. The rooms purpose is evoking a feeling of confusion. The room is an infinity mirror room which contradicts the visitor’s sense of reality, proportion and boundaries.”

[The final project report: “A New Encounter with Alice” 1.3M, PDF]

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ALICE’s adventures in cultural computing

Jun Hu, Christoph Bartneck, Ben Salem, Matthias Rauterberg

Abstract – In the paradigm of cultural computing, different cultures need different approaches to address the cultural determinants that strongly influences our way of thinking, feeling and worldview in general. For the western culture, our answer to this need is an artistic and interactive installation (ALICE) based on the narrative ‘Alice’s Adventures in Wonderland’. To address the western culture characteristics highlighted in the narrative, six stages were selected and implemented as an interactive experience. From start to end, the user undergoes an immersive environment that integrates embodied and virtual agents, real and nature mimicking, and both virtual and augmented reality. Every stage challenges the hardware and software design to provide the intended experience, which at the overall system level yet have to be seamlessly integrated. A distributed and multi-layered architecture is designed to accommodate this need. After several pilot tests, the installation is ready as a cultural computing platform for the experiments that address the western cultural determinants.
Keywords: Alice’s Adventures in Wonderland; western culture; cultural computing; human-computer interaction; HCI; art installation; interactive installation; virtual agents; virtual reality; augmented reality; immersive environments; Alice in Wonderland

J. Hu, C. Bartneck, B. Salem, and M. Rauterberg, “ALICE’s Adventures in Cultural Computing ” International Journal of Arts and Technology, vol. 1, no. 1, pp. 102-118, 2008.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
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Designing for Experience: Arousing Boredom to Evoke Predefined User Behaviour

Joran van Aart, Ben Salem, Christoph Bartneck, Jun Hu, Matthias Rauterberg

Abstract – In the light of Cultural Computing, this study influences user affect and behaviour by touching upon core values of Western culture. We created an augmented reality environment in which users experience a predefined sequence of emotional states and events. This study concerns two typically Western drives: boredom and curiosity. We specifically address the arousal of boredom, a mental state characterized by a heightened drive for exploration, making it easier to guide people in their decision making. Based on psychology literature, we introduce general design guidelines for arousing boredom. We report on the design of the augmented reality environment, the experiment effectively arousing boredom and on the redesign of the environment based on the experimental results.

Keywords: User Affect, Emotions, Cultural Computing, Boredom, Diversive Exploration, Alice in Wonderland, User Behaviour, Modelling Experience, Design, Affective Computing

J. van Aart, B. Salem, C. Bartneck, J. Hu, and M. Rauterberg, “Designing for Experience: Arousing Boredom to Evoke Predefined User Behaviour,” in 6th Design and emotion conference, Hong Kong, 2008.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
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Applying Virtual and Augmented Reality in Cultural Computing

Christoph Bartneck, Jun Hu, Ben Salem, Razvan Cristescu and Matthias Rauterberg

Abstract— We are exploring a new application of virtual and augmented reality for a novel direction in human-computer interaction named ‘cultural computing’, which aims to provide a new medium for cultural translation and unconscious metamorphosis. In this application both virtual and robotic agents are employed as an interactive dialogue figure. The main objective of this project is to create an interactive installation named ALICE that encourages people in Western culture to reflect on themselves, based on the narrative of ‘Alice’s Adventures in Wonderland’ which address issues such as logic, rationality, and self.

Index Terms— Alice in Wonderland, cultural computing, experience, sub-
consciousness.

C. Bartneck, J. Hu, B. Salem, R. Cristescu, and M. Rauterberg, “Applying Virtual and Augmented Reality in Cultural Computing ” International Joural of Virtual Reality, vol. 7, no. 2, pp. 11-18, 2008.
FULLTEXT: PDF HTML REFERENCE: BibTeX EndNote
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Project ALICE

[singlepic id=7 w= h= float=left]From the narrative of Alice’s Adventures in Wonderland, we chose six stages, each represents a chapter or part of it. From start to end the user undergoes immersion that consists of real and nature mimicking, virtual and augmented reality in such situations which demands the user to question him/her self and their logic and Western reasoning.

This project is conducted at the Designed Intelligence Group of the Department of Industrial Design at the Eindhoven University of Technology, in collaboration with Microsoft Research in Cambridge (UK). See more on http://www.alice.id.tue.nl.