Thursday Research Bulletin 14.8.2015: From Halo 5 disappointment through place to Husserlian embodiment

“Congratulations! You’ve defeated Diablo III.”

“Congratulation! More powerful Xbox One will remove split-screen from the new Halo! (as is naturally logical)” Have your say on Change.org!

About this week

This week ran past like a wild boar. It began (last weekend) with a huge disappointment with no split-screen in Halo 5, and ended up seeing a couple of my research papers being accepted to conferences. There’s also interesting discussions on ResearchGate for example about the relationship between phenomenology and embodied cognition.

All the interviews of my current phenomenological study about virtual environments are now transcribed. Now it is flipping them into NVivo and starting the elaborate coding process. Luckily, I already practiced this quite a bit with the recent literature review of virtual embodiment.

From the web

Sometimes I feel that old UX designers, HCI professionals, gamers and whatnots who have seen quite a lot in the field of various digital technologies have perhaps a bit more healthy relationship with VR that penetrates the current hype (or perhaps that is only my dream). Here’s some interesting pondering about the role of VR:

Interesting reading this week

Cilesiz, Sebnem. 2008. “Educational Computer Use in Leisure Contexts: A Phenomenological Study of Adolescents’ Experiences at Internet Cafes.” American Educational Research Journal 46 (1): 232–74. doi:10.3102/0002831208323938.

Environmental & Architectural Phenomenology, fall 2015.
https://www.researchgate.net/publication/280839737_Environmental__Architectural_Phenomenology_fall_2015

Mensch, James R. 2001. Postfoundational Phenomenology: Husserlian Reflections on Presence and Embodiment. University Park: Penn State University Press.

Thursday Research Bulletin 6.9.2015

Browser bunnies – and the only question that remains is, ‘why’?”

About this week

This week’s been about finishing some conference paper submissions and getting close to the end of transcribing interviews from my recent data collection.

If time for it, I recommend transcribing interviews yourself. This is the second study where I’m doing it myself, and it really immerses you into the accounts – if you keep an open mind and focus, which is naturally a difficult endeavour. Writing stuff up on a journal helps to not to get discouraged when you are not finding what your consciousness hoped you would, but also when you do “meet” your preconceptions in the data. For this, I applaud the existence of phenomenological epoche/bracketing. Its constant presence in the same room with you keeps you from jumping in to quick conclusions.

Research

My paper with a title, “You Are Your Avatar Is You: Phenomenological Literature Review of Virtual Embodiment in Virtual Environments” was accepted to the annual Curtin Business School Higher Degree by Research Colloquium. Find the current version of the working paper at ResearchGate. In the near future, I hope to expand it a bit to a journal article. I am mildly satisfied with it, but I feel there’s yet more to grasp in this construct.

Find also a recently published journal article, “Big Data Visualisation in Immersive Virtual Reality Environments: Embodied Phenomenological Perspectives to Interaction“, also on ResearchGate. This is an initial work in this area, and I feel the idea of different modes of interaction in VR visualisation environments should be studied further. Otherwise, why bother with interactive 3D VR for big data visualisation if the process of looking at/interacting with data is similar to 2D media? The in-depth question to be asked: instead of just superficially cool, what are the useful affordances, or are there any?

From the web

This reminds me from my undergrad time as a beginning interaction designer. When all else fails, return to Nielsen:

There’s so many new head mounted display tech and news coming out lately that it’s good to have someone to aggregate that a bit. Here’s one for that:

I’m starting to get ideas for further studies and connecting the following ideas with some Minecraft:

As it says: first I was excited, but then I saw it was directed to US citizens. Oh, too bad. I hope cool stuff will come out of this, as at least the marketing presentations are done well for the Hololens:

Interesting (academic) reading this week

Bernhaupt, Regina, ed. 2015. Game User Experience Evaluation. Cham: Springer International Publishing.

Gallagher, Shaun. 2015. “How Embodied Cognition Is Being Disembodied.” The Philosophers’ Magazine, no. 68: 96–102. doi:10.5840/tpm20156819

Goodman, Elizabeth, Mike Kuniavsky, and Andrea Moed. 2012. Observing the User Experience: A Practitioner’s Guide to User Research, 2nd ed. Waltham, MA: Morgan Kaufmann.

Mestre, Daniel R. 2015. “On the Usefulness of the Concept of Presence in Virtual Reality Applications” 9392: 93920J. doi:10.1117/12.2075798

Thursday Research Bulletin 30.7.2015

“Minecraft took away my Thursday – but I loved every moment.”

About this week

Another couple of publications going forward this week. Trying to compare the concept of ‘authentic context’ from Herrington, Reeves and Oliver (2010) in education with embodied cognition, phenomenology and human-computer interaction (e.g. with Paul Dourish’s work, see also references in the post from last week). Some interesting stuff coming out from this actually, hope to present it soon enough. See also sources below in the section “Interesting reading this week”.

Related to this, I asked fellow academics at ResearchGate a couple of questions, i.e. what is the relationship between phenomenology and embodied cognition, and how would you describe ‘Imaginative Variation’.

Research

If anyone is interested in going to ACIS 2015 (The 26th Australasian Conference on Information Systems), they have extended their call for papers to 10th August. This year it is at the University of South Australia in Adelaide, 30.11.–4.12.2015.

From the web

Nokia seems to be making some effort to return to the tech market. Still, the marketing message with this OZO VR camera is a bit lost with mixed tech affordances IMHO.

Interesting reading this week

I am really aiming to better understand the relations between phenomenology, embodied cognition and neuroscience. Shaun Gallagher, naturally together with Merleau-Ponty, has proved to be a helpful source for this on many levels.

Here’s an interesting article about experience, AR and VR by Fominykh et al.

References

Dourish, P. (2004). Where the action is: the foundations of embodied interaction. Cambridge, MA: MIT press.

Herrington, J., Reeves, T. C., & Oliver, R. (2010). A guide to authentic e-learning. London and New York: Routledge.