What is it about?
This paper explores the concept of embodiment and interaction with non-anthropomorphic entities by designing a space, The Room, as a social, interactive avatar. This “Room” disrupts conventional body and interaction norms, functioning as both a participant and the environment of the interaction. Through haptic feedback in a VR setup, the study examines how such spaces can communicate non-verbally, challenging traditional social cognition and embodiment concepts.
Featured Image
Photo by Luke Jones on Unsplash
Why is it important?
The study is significant as it investigates fundamental aspects of embodiment and social interaction with non-human, non-verbal entities. By pushing beyond anthropomorphic limitations, it offers insights into alternative forms of social presence and interaction, which could benefit fields like robotics, immersive media, and VR. This work also addresses the broader implications of how we might engage with future intelligent environments and technologies.
Perspectives
Read the Original
This page is a summary of: The Room: Design and Embodiment of Spaces as Social Beings, October 2024, ACM (Association for Computing Machinery),
DOI: 10.1145/3664647.3681689.
You can read the full text:
Resources
Contributors
The following have contributed to this page