Results for 'Interaction Design'

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  1.  30
    Interaction Design in Italy: Where We Are.Francesca Rizzo - 2009 - Knowledge, Technology & Policy 22 (1):3-5.
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  2.  25
    itsme: Interaction Design Innovating Workstations.Giorgio De Michelis, Marco Loregian & Claudio Moderini - 2009 - Knowledge, Technology & Policy 22 (1):71-78.
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  3.  7
    Interactive Design Psychology and Artificial Intelligence-Based Innovative Exploration of Anglo-American Traumatic Narrative Literature.Xia Hou, Noritah Omar & Jue Wang - 2022 - Frontiers in Psychology 12.
    The advent of the intelligence age has injected new elements into the development of literature. The synergic modification of Anglo-American traumatic narrative literature by artificial intelligence technology and interactive design psychology will produce new possibilities in literary creation. First, by studying natural language processing technology, this study proposes a modification language model based on the double-layered recurrent neural network algorithm and constructs an intelligent language modification system based on the improved LM model. The results show that the performance of (...)
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  4.  17
    itsme: Interaction design innovating workstations.Giorgio De Michelis, Marco Loregian & Claudio Moderini - 2009 - Knowledge, Technology & Policy 22 (1):71-78.
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  5.  5
    Sonic Interaction Design.Karmen Franinovic & Stefania Serafin (eds.) - 2013 - MIT Press.
    This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience.
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  6.  56
    Ethical issues in interaction design.Toni Robertson - 2006 - Ethics and Information Technology 8 (2):49-59.
    When we design information technology we risk building specific metaphors and models of human activities into the technology itself and into the embodied activities, work practices, organisational cultures and social identities of those who use it. This paper is motivated by the recognition that the assumptions about human activity used to guide the design of particular technology are made active, in use, by the interaction design of that technology. A fragment of shared design work is (...)
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  7.  13
    Value‐centred interaction design methods.John Knight - 2008 - Journal of Information, Communication and Ethics in Society 6 (4):334-348.
    PurposeThis paper aims to inform and improve the quality of electronic products and services by outlining an approach to ethically grounded design.Design/methodology/approachA number of design disciplines were investigated using desk research and also learning from experience in commercial design practice in the mobile phone, Internet and software industries.FindingsIt is suggested that design “scripts” specific behaviours with either good or bad results. Scripts have a behavioural element and they define the physical, social and individual impact of (...)
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  8. Human Computer Interaction Design of the LP-ITS: Linear Programming Intelligent Tutoring Systems.S. Abu Naser, A. Ahmed, N. Al-Masri & Y. Abu Sultan - 2011 - .
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  9.  20
    A Novel User Emotional Interaction Design Model Using Long and Short-Term Memory Networks and Deep Learning.Xiang Chen, Rubing Huang, Xin Li, Lei Xiao, Ming Zhou & Linghao Zhang - 2021 - Frontiers in Psychology 12.
    Emotional design is an important development trend of interaction design. Emotional design in products plays a key role in enhancing user experience and inducing user emotional resonance. In recent years, based on the user's emotional experience, the design concept of strengthening product emotional design has become a new direction for most designers to improve their design thinking. In the emotional interaction design, the machine needs to capture the user's key information in (...)
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  10.  53
    Technology, Crisis, and Interaction Design: A Conversation with Bruce Sterling, Donald Norman, and Derrick de Kerckhove.Lorenzo Imbesi, Bruce Sterling, Donald Norman & Derrick de Kerckhove - 2010 - Mediatropes 2 (2):128-135.
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  11. The Foundations of Interaction Design.Gilian Crampton Smith (ed.) - 2005
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  12. Embodied Cognition and the Magical Future of Interaction Design.David Kirsh - 2013 - ACM Transactions on Computer-Human Interaction 20 (1):30.
    The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interac-tion and new principles for better designs. I support this claim with four ideas about cognition: (1) interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2) we think with our bodies not just with our brains; (...)
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  13.  98
    Interactive art as reflective experience: Imagineers and ultra-technologists as interaction designers.Marianna Charitonidou - 2020 - Visual Resources 36 (4):382-396.
    The article investigates how the use of extended reality technologies and interactive digital interfaces have affected the design of exhibition spaces. Its main objective is to shed light on how these technologies have influenced the ways in which immersive art installations are conceived and experienced. Particular emphasis is placed on the impact of interactive technologies on how visitors experience exhibition spaces. The article examines an ensemble of immersive art cases, paying special attention to the distinction between immersion and interactivity. (...)
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  14.  32
    Inventing the Medium: Principles of Interaction Design as a Cultural Practice.Janet H. Murray - 2011 - MIT Press.
    Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and (...)
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  15.  19
    Operative communication: project Cybersyn and the intersection of information design, interface design, and interaction design.Sebastian Vehlken - 2022 - AI and Society 37 (3):1131-1152.
    This article examines the connecting lines between the Chilean Project Cybersyn’s interface design, the German Hochschule für Gestaltung Ulm and its cybernetically inspired approaches towards information design, and later developments in interaction design and the emerging field of Human–Computer Interaction in the USA. In particular, it first examines how early works of designers Tomàs Maldonado and Gui Bonsiepe on operative communication, that is, language-independent pictogram systems and visual grammars for computational systems, were intertwined with attempts (...)
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  16.  31
    Brain Current Interface: Intentional metaphor for interaction design.Maria Tjader-Knight - 2012 - Technoetic Arts 9 (2-3):113-120.
    Enhancing the usability of the brain, as a more intriguing alloy for interaction design, by employing the Brain Current Interface model (BCIm). Instead of studying interaction design through the angle of cognitive semiotics, where signs and signifiers produce meaning, I propose, in this case, to approach the paradigm of interaction design from a metaphorical angle, as a product of perceptual and intentional consciousness. Through this disposition, I argue, it is possible to approach the hypothesis (...)
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  17.  5
    Correction to: Operative communication: project Cybersyn and the intersection of information design, interface design, and interaction design.Sebastian Vehlken - forthcoming - AI and Society:1-2.
  18.  14
    Vi/vi/sec/tion of industrial design. Gui Bonsiepe and the formulation of the interface concept. Intec Chile 1972. Document of the beginning of a paradigm shift in the interaction design disciplines. [REVIEW]David Maulén de los Reyes - 2022 - AI and Society 37 (3):1115-1129.
    In 1972, in Chile, the German designer Gui Bonsiepe was in charge of the Industrial Design Department of Technological Institute of the National Corporation for the Promotion of Production INTEC Corfo, during the government of socialist President Salvador Allende in Chile. In this article from the INTEC magazine n.2, published this time for the first time in English, Bonsiepe develops a theoretical formulation, applied to the field of design, through which he proposes a concept that will be fundamental (...)
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  19.  23
    Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations.Alexandra Kitson, Mirjana Prpa & Bernhard E. Riecke - 2018 - Frontiers in Psychology 9:370199.
    Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today’s modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users’ attention to the self – from technologies (...)
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  20.  41
    Enabling Interactive Exploration of Cultural Heritage: An Experience of Designing Systems for Mobile Devices.Carmelo Ardito, Paolo Buono, Maria Francesca Costabile, Rosa Lanzilotti & Antonio Piccinno - 2009 - Knowledge, Technology & Policy 22 (1):79-86.
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  21.  57
    Design, development, and evaluation of an interactive simulator for engineering ethics education (seee).Christopher A. Chung & Michael Alfred - 2009 - Science and Engineering Ethics 15 (2):189-199.
    Societal pressures, accreditation organizations, and licensing agencies are emphasizing the importance of ethics in the engineering curriculum. Traditionally, this subject has been taught using dogma, heuristics, and case study approaches. Most recently a number of organizations have sought to increase the utility of these approaches by utilizing the Internet. Resources from these organizations include on-line courses and tests, videos, and DVDs. While these individual approaches provide a foundation on which to base engineering ethics, they may be limited in developing a (...)
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  22.  8
    Participatory Design for Cognitive Science: Examples From the Learning Sciences and Human−Computer Interaction.Jenny Yun-Chen Chan, Tomohiro Nagashima & Avery H. Closser - 2023 - Cognitive Science 47 (10):e13365.
    Given the recent call to strengthen collaboration between researchers and relevant practitioners, we consider participatory design as a way to advance Cognitive Science. Building on examples from the Learning Sciences and Human−Computer Interaction, we (a) explore what, why, who, when, and where researchers can collaborate with community members in Cognitive Science research; (b) examine the ways in which participatory‐design research can benefit the field; and (c) share ideas to incorporate participatory design into existing basic and applied (...)
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  23.  17
    Designing for wearable and fashionable interactions.Wei-Chen Chang & Rung-Tai Lin - 2020 - Interaction Studies 21 (2):200-219.
    This research examines wearable, fashionable interaction design to mediate the narrative and semiotic concepts found in technology and fashion. We discuss the principles of design anthropology using Taiwan proverbs to transmit the “people-situation-reason-object” method and analyze five case studies that provide new approaches for designers engaged in future industry. Design anthropology attempts to engage physiological and psychological design through technological function, meaning formation, and fashion aesthetics to achieve cognition between people and the environment. The wearable, (...)
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  24.  14
    Designing for wearable and fashionable interactions : Exploring narrative design and cultural semantics for design anthropology.Wei-Chen Chang & Rung-Tai Lin - 2020 - Interaction Studies 21 (2):200-219.
    This research examines wearable, fashionable interaction design to mediate the narrative and semiotic concepts found in technology and fashion. We discuss the principles of design anthropology using Taiwan proverbs to transmit the “people-situation-reason-object” method and analyze five case studies that provide new approaches for designers engaged in future industry. Design anthropology attempts to engage physiological and psychological design through technological function, meaning formation, and fashion aesthetics to achieve cognition between people and the environment. The wearable, (...)
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  25.  35
    Ideomotor design: Using common coding theory to derive novel video game interactions.Sanjay Chandrasekharan, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen & Apara Ranjan - 2010 - Pragmatics and Cognition 18 (2):313-339.
    Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is difficult to (...)
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  26.  56
    Design, Development, and Evaluation of a Second Generation Interactive Simulator for Engineering Ethics Education (SEEE2).Michael Alfred & Christopher A. Chung - 2012 - Science and Engineering Ethics 18 (4):689-697.
    This paper describes a second generation Simulator for Engineering Ethics Education. Details describing the first generation activities of this overall effort are published in Chung and Alfred (Sci Eng Ethics 15:189–199, 2009). The second generation research effort represents a major development in the interactive simulator educational approach. As with the first generation effort, the simulator places students in first person perspective scenarios involving different types of ethical situations. Students must still gather data, assess the situation, and make decisions. The approach (...)
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  27.  5
    Integrated Design of Financial Self-Service Terminal Based on Artificial Intelligence Voice Interaction.Huizhong Chen, Shu Chen & Jingfeng Zhao - 2022 - Frontiers in Psychology 13.
    Integrated design of financial self-service terminal based on artificial intelligence voice interaction with the rapid development of science and technology, artificial intelligence technology is deepening in the field of intelligence and automation. The financial industry is the lifeblood of a country’s economy, with great growth potential and high growth rate. The integrated design of intelligent financial self-service terminal has become an important topic in the field of rapid development of social economy and science and technology. Therefore, this (...)
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  28.  19
    Interactive effects of preparatory intervals, stimulus intensity, and experimental design on reaction time.George Kellas, Alfred A. Baumeister & Stephen J. Wilcox - 1969 - Journal of Experimental Psychology 80 (2p1):311.
  29.  15
    Recipient design in human–robot interaction: the emergent assessment of a robot’s competence.Sylvaine Tuncer, Christian Licoppe, Paul Luff & Christian Heath - forthcoming - AI and Society:1-16.
    People meeting a robot for the first time do not know what it is capable of and therefore how to interact with it—what actions to produce, and how to produce them. Despite social robotics’ long-standing interest in the effects of robots’ appearance and conduct on users, and efforts to identify factors likely to improve human–robot interaction, little attention has been paid to how participants evaluate their robotic partner in the unfolding of actual interactions. This paper draws from qualitative analyses (...)
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  30.  11
    Systematic iterative design of interactive devices for animals.Ilyena Hirskyj-Douglas - 2023 - Interaction Studies 24 (2):225-256.
    The numerous systems designed to facilitate animals’ use of computers often are specific to the animals involved, their unique context, and the applications – enrichment among them. Hence, several development methods have arisen in parallel, largely transposed from the human-computer interaction (HCI) domain. In light of that prior work, the paper presents a step-by-step guide for iteratively designing and constructing interactive computers for animals, informed by the rich history of HCI yet applying animal-centred principles, to enrich animal-computer interaction. (...)
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  31.  43
    Interacting with artificial life: A‐volve: Linking human design and interaction to the virtual world.Christa Sommerer & Laurent Mignonneau - 1997 - Complexity 2 (6):13-21.
  32. Interactive model-driven case adaptation for instructional software design.B. Bell, S. Kedar & R. Bareiss - 1994 - In Ashwin Ram & Kurt Eiselt (eds.), Proceedings of the Sixteenth Annual Conference of the Cognitive Science Society. Erlbaum. pp. 33--38.
     
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  33.  25
    Electromechanical Design of Self-Similar Inspired Surface Electrodes for Human-Machine Interaction.YongAn Huang, Wentao Dong, Chen Zhu & Lin Xiao - 2018 - Complexity 2018:1-14.
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  34.  6
    Design of Interactive Exhibitsインタラクティブな展示の設計.Takashi Kiriyama & Masahiko Sato - 2019 - Journal of the Japan Association for Philosophy of Science 46 (2):65-70.
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  35. An interactive system for engineering designs based on a hierarchical incompressible flow simulator.Xuefeng Li - 1996 - Esda 1996: Expert Systems and Ai; Neural Networks 7:21.
     
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  36.  74
    The design and evaluation of interactive systems with perceived social intelligence: five challenges. [REVIEW]William Green & Boris de Ruyter - 2010 - AI and Society 25 (2):203-210.
    This paper reflects on discussions within the Social Intelligence for Tele-healthcare (SIFT) project. The SIFT project aims to establish a model of social intelligence, to support the user-centred design of social intelligence in interactive systems. The conceptual background of social intelligence for the SIFT project is presented. Five challenges identified for the design of socially aware interactions are described, and their implications are discussed.
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  37.  4
    Conceptual model of design in the context of semiotic-interactive methodology.Tigran Olegovich Gabrielyan - forthcoming - Philosophy and Culture (Russian Journal).
    The subject of the research is a modern graphic and communicative design, in the context of changing existing and forming new roles of communicators, transforming the communication model, forming a semiotic communication format. The object of the research is modern graphic and communicative design, as well as their traditional, digital and generative subdirections. Design beginning to have digital, semiotic-interactive and artificially intelligent characteristics. The author examines in detail such aspects of the topic as: dialogical, semiotic-interactive qualities of (...)
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  38.  11
    Beyond Reference and Designation: On Interactive Implications of the Pronoun I in English.Katherine Hrisonopulo - 2008 - Lodz Papers in Pragmatics 4 (2):277-292.
    Beyond Reference and Designation: On Interactive Implications of the Pronoun I in English Using English-language material the paper aims to elaborate a theoretical model for the study of personal pronouns which could account for those uses of pronouns that go beyond their typical deictic function of indicating speech-event participants. The proposed analysis focuses on the following two usage types of the pronoun I: I say, there are lots of places to see there; I tell you, John is the one to (...)
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  39.  44
    Nudge, Boost or Design? Limitations of behavioral policy under social interaction.Samuli Reijula, Jaakko Kuorikoski, Timo Ehrig, Konstantinos Katsikopoulos & Shyam Sunder - 2018 - Journal of Behavioral Economics for Policy 2 (1):99-105.
    Nudge and boost are two competing approaches to applying the psychology of reasoning and decision making to improve policy. Whereas nudges rely on manipulation of choice architecture to steer people towards better choices, the objective of boosts is to develop good decision-making competences. Proponents of both approaches claim capacity to enhance social welfare through better individual decisions. We suggest that such efforts should involve a more careful analysis of how individual and social welfare are related in the policy context. First, (...)
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  40.  22
    Representing Computer-Aided Design: Screenshots and the Interactive Computer circa 1960.Matthew Allen - 2016 - Perspectives on Science 24 (6):637-668.
    Sometimes in the course of image-making, images are asked to represent unusual things. Around 1960, scientists and engineers working on the Computer-Aided Design Project at MIT began imagining that computers could be “active partners” to human designers. They began talking about a future of “human-computer symbiosis.” And they created a new type of image—the screenshot—that represented this new possibility. This paper describes early CAD research as a site for the emergence of the ideal of the interactive computer and how (...)
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  41.  3
    Human-computer interaction emotional design and innovative cultural and creative product design.Zhimin Gao & Jiaxi Huang - 2022 - Frontiers in Psychology 13.
    To make the interface design of computer application system better, meet the psychological and emotional needs of users, and be more humanized, the emotional factor is increasingly valued by interface designers. In the design of human-computer interaction graphical interfaces, the designer attaches great importance to the emotional design of the interface, and enhances the humanized design of the interface, which cannot only improve the comfort of the interface, but also improve the fun of the interface, (...)
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  42.  34
    Investigating and designing social robots from a role-theoretical perspective: Response to “Social interaction with robots—three questions”. In Gesa Lindemann.Martin Meister & Ingo Schulz-Schaeffer - 2016 - AI and Society 31 (4):581-585.
  43.  23
    Improving HRI design by applying Systemic Interaction Analysis.Manja Lohse, Marc Hanheide, Karola Pitsch, Katharina J. Rohlfing & Gerhard Sagerer - 2009 - Interaction Studies. Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies / Social Behaviour and Communication in Biological and Artificial Systemsinteraction Studies 10 (3):298-323.
    Social robots are designed to interact with humans. That is why they need interaction models that take social behaviors into account. These usually influence many of a robot’s abilities simultaneously. Hence, when designing robots that users will want to interact with, all components need to be tested in the system context, with real users and real tasks in real interactions. This requires methods that link the analysis of the robot’s internal computations within and between components with the interplay between (...)
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  44.  13
    Human–computer interaction tools with gameful design for critical thinking the media ecosystem: a classification framework.Elena Musi, Lorenzo Federico & Gianni Riotta - forthcoming - AI and Society:1-13.
    In response to the ever-increasing spread of online disinformation and misinformation, several human–computer interaction tools to enhance data literacy have been developed. Among them, many employ elements of gamification to increase user engagement and reach out to a broader audience. However, there are no systematic criteria to analyze their relevance and impact for building fake news resilience, partly due to the lack of a common understanding of data literacy. In this paper we put forward an operationalizable definition of data (...)
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  45.  4
    Hakka culture brand image design based on the human–computer interaction model.Rui Chen - 2022 - Frontiers in Psychology 13.
    In order to better disseminate Hakka culture, this thesis focuses on the cultural dissection of Hakka culture in Gannan and the development and reflection of Hakka culture in Gannan. This article aims to design the brand image of Hakka culture through human–computer interaction model. And based on this, this article discusses the brand concept and the elements of cultural and creative products and discusses the connection between Hakka cultural and creative and tourism brands. At the same time, this (...)
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  46.  41
    Should my robot know what's best for me? Human–robot interaction between user experience and ethical design.Nora Fronemann, Kathrin Pollmann & Wulf Loh - 2022 - AI and Society 37 (2):517-533.
    To integrate social robots in real-life contexts, it is crucial that they are accepted by the users. Acceptance is not only related to the functionality of the robot but also strongly depends on how the user experiences the interaction. Established design principles from usability and user experience research can be applied to the realm of human–robot interaction, to design robot behavior for the comfort and well-being of the user. Focusing the design on these aspects alone, (...)
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  47.  21
    Full-Order observer design for nonlinear complex large-scale systems with unknown time-varying delayed interactions.Vu N. Phat, Nguyen T. Thanh & Hieu Trinh - 2016 - Complexity 21 (2):123-133.
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  48.  27
    Developing Emotional Design: Emotions as Cognitive Processes and their Role in the Design of Interactive Technologies.Triberti Stefano, Chirico Alice, La Rocca Gemma & Riva Giuseppe - 2017 - Frontiers in Psychology 8.
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  49. The Body Technology. The Sensuality of Low Frequency Sound / Cat Hope ; Cynosuric Bodies / Susan E. Green-Mateu and Margaret Schedel ; The Violining Body in Anthèmes II by Pierre Boulez / Irine Røsnes ; 'Try to walk with the sound of my footsteps so that we can stay together' : Sonic Presence and Virtual Embodiment in Janet Cardiff and Georges Bures Miller's Audio and Video Walks / Sophie Knezic ; Breathing (as Listening) : An Emotional Bridge for Telepresence / Ximena Alarcón-Díaz ; Foley Performance and Sonic Implicit Interactions : How Foley Artists Might Hold the Secret for the Design of Sonic Implicit Interactions.Sandra Pauletto - 2022 - In Linda O'Keeffe & Isabel Nogueira (eds.), The body in sound, music and performance: studies in audio and sonic arts. New York: Routledge, Taylor & Francis Group.
     
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  50.  5
    Are language–cognition interactions bigger than a breadbox? Integrative modeling and design space thinking temper simplistic questions about causally dense phenomena.Debra Titone, Esteban Hernández-Rivera, Antonio Iniesta, Anne L. Beatty-Martínez & Jason W. Gullifer - 2024 - Behavioral and Brain Sciences 47:e60.
    We affirm the utility of integrative modeling, according to which it is advantageous to move beyond “one-at-a-time binary paradigms” through studies that position themselves within realistic multidimensional design spaces. We extend the integrative modeling approach to a target domain with which we are familiar, the consequences of bilingualism on mind and brain, often referred to as the “bilingual advantage.” In doing so, we highlight work from our group consistent with integrative modeling.
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