Recent Bookmarks and Annotations
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Knowing, Communicating, and Experiencing through Body and Emotion on Sep 19, 12
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how can we empower users through these technologies? Can they be used to create new learning technologies where our corporeal bodies are part of the learning process and perhaps even constitute the "knowledge"?
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Emotion is seen as an embodied process, involving both body and mind. In a sense, emotion processes have to play the role of bridging the dualism gap between mind and body.
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This will be contrasted by a more reductionist design position that attempts to "measure" people and their experiences.
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The researchers used themselves as designers, users, and evaluators of the system—a process they name an autobiographical design method.
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With an informational view on how to save memorabilia from users' daily emotional and bodily experiences, we might have ended up with a tool that would have classified users' emotions, placed them along a timeline, telling the user what she had been experiencing during the day: "At 14.38 on Wednesday you were happy at level 0.9."
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empower the diary writers to make sense of the scraps and bits of data collected from their life.
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explore reflection that goes beyond the purely intellectual experiences and aids users in remembering, and reflecting on, their embodied emotional experiences [
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In short, Affective Diary works as follows: As a person starts her day, she puts on the body sensor armband. During the day, the system collects time-stamped sensor data picking up
movement and
arousal. At the same time, the system logs various activities on the mobile phone: text messages sent and received, photographs taken, and the presence of Bluetooth in other devices nearby. Once the person is back at home, she can transfer the logged data into her Affective Diary. The collected sensor data as shown in
Fig. 4 is presented as somewhat abstract, ambiguously shaped, and colored characters placed along a timeline.
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used Affective Diary to change her own behavior in stressful situations and even monitor how well she was doing.
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capture something else than what we normally express through written text.
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changeable and interesting regulating processes
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show the difference in approach and philosophy.
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sible, seamlessly adapting to the user's emotional state and influencing it through the use of various affective expressions. This model has its limitations, both in its requirement for simplification of human emotion in order to model it, and its difficult approach into how to infer the end-users emotional states through interpreting our sign and signals.
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Kort et al. propose an emotion model built on Russell's circumplex model of affect relating phases of learning to emotions [
42 ].
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3.2.3 The Interactional Approach An interactional view sees emotions as constructed in interaction, where the system supports people in understanding and experiencing their own emotions [ 5 ], [ 23 ].
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An interactional perspective on design will not aim to detect a singular account of the "right" or "true" emoti
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using systems to experience and understand emotions,
16 more annotations...
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TheBrain: Mind Mapping, Brainstorming, GTD and Visual KM Software on Nov 15, 08
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Comedy - Wikipedia, the free encyclopedia on Oct 18, 08
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bed as a dramatic performance which pits two societies against each other in an amusing
agon or conflict.
Northrop Frye famously depicted these two opposing sides as a "Society of Youth" and a "Society of the Old" (
Anatomy of Criticism, 1957), but this
dichotomy is seldom described as an entirely satisfactory explan
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Space & Culture on Oct 18, 08
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EBSCOhost: Learning through the body on Oct 18, 08
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Utopia - The Game on Oct 05, 08
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Games Are Art on Oct 05, 08
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Gamasutra.com Features - Are Games Art? (Here We Go Again...) on Oct 05, 08
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governance-future city game on Oct 05, 08
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Games as art on Oct 05, 08
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