Session:「Performative Interactions」

Performing Research: Four Contributions to HCI

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025751

論文アブストラクト: This paper identifies a body of HCI research wherein the researchers take part in digitally mediated creative experiences alongside participants. We present our definition and rationale for "self-situated performance research" based on theories in both the HCI and performance literatures. We then analyse four case studies of this type of work, ranging from overtly "performative" staged events to locative audio and public making.We argue that by interrogating experience from within the context of self-situated performance, the 'performer/researcher' extends traditional practices in HCI in the following four ways: developing an intimate relationship between researchers and participants, providing new means of making sense of interactions, shaping participants' relationship to the research, and enabling researchers to refine their work as it is being conducted.

日本語のまとめ:

HCI研究を拡張するアプローチとして、研究者が自分のプロジェクトを設計するだけでなく、参加者と共に参加しインタラクションする研究形態を定義。4つのケーススタディの分析により、HCI研究を拡張できることが示唆された。

MagicFace: Stepping into Character through an Augmented Reality Mirror

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025722

論文アブストラクト: Augmented Reality (AR) is coming of age and appearing in various smartphone apps. One emerging AR type uses the front-facing camera and overlays a user's face with digital features that transform the physical appearance, making the user look like someone else, such as a popstar or a historical character. However, little is known about how people react to such stepping into character and how convincing they perceive it to be. We developed an app with two Egyptian looks, MagicFace, which was situated both in an opera house and a museum. In the first setting, people were invited to use the app, while in the second setting they came across it on their own when visiting the exhibition. Our findings show marked differences in how people approach and experience the MagicFace in these different contexts. We discuss how realistic and compelling this kind of AR technology is, as well as its implications for educational and cultural settings.

日本語のまとめ:

ユーザの外見を変化させるAR技術が人々に与える教育的、文化的な影響を調査。アプリの使用者を観察し、メイクアップアーティストやオペラ歌手に有用なツールとなること、人々に文化に触れるきっかけを与え得ることがわかった。

Interactive Performance as a Means of Civic Dialogue

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025897

論文アブストラクト: This paper presents a case study of an interactive performance that was produced and designed to encourage civic engagement and reflection in relation to the social tensions in a low-income suburb, mostly inhabited by people with immigrant backgrounds. The design of the technological setup in the performance encouraged participation by means of text entries that audience members could share with others. The analysis draws on the corpus of interview and observational data collected, as well as the related text messages that were shared during the performance. We illustrate the different levels at which citizens make sense of societal issues they are concerned about, as well as the audience-citizens' perception of participating in such an artistic experience.

日本語のまとめ:

郊外での社会的緊張に関連し、市民の参画を促進するためのインタラクティブパフォーマンスの事例研究を提示。観察、インタビュー、コメントなどを分析し、視聴者の関与と批判的思考に貢献するパフォーマンスのデザインについて議論。

The Game of Performing Play: Understanding Streaming as Cultural Production

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025854

論文アブストラクト: Live streaming has become pervasive in digital game culture. Previous work has focused largely on technological considerations in streaming platforms. However, little is known about how streamers enter the practice, gain skills, and operate as content producers. We present a qualitative study of an online forum dedicated to streaming. By observing the conversations between veterans and newcomers to the practice, we develop an understanding of how streamers must tie together technological, social, and gameplay-based skills to craft an appealing performance of play. We find that a key skill in streaming is the development of a unique attitude and persona as a gamer, which permeates into every element of a streamer's performance. As individual identity becomes important in streaming practice, design considerations for platform features such as community moderation and stream metrics may help improve equitable participation in this increasingly important aspect of game culture.

日本語のまとめ:

デジタルゲームのライブストリーミングで魅力的な配信をするための技術を調査。プラットフォームの分析からライブストリーミングにおける3つの主要なテーマを発見。議論よりプラットフォームの主要な設計上の考慮事項がわかった。