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Fogtmann, Maiken Hillerup

  • Computer Science
  • Design
  • Education


iSport- Varieties of Physical Interactions in Social Contexts iSport: Varieties of Physical Interactions in Social Contexts Martin Ludvigsen1, Rune Veerasawmy Nielsen2, Maiken Hillerup Fogtmann1 1 Aarhus School of Architecture, Norreport 20, 8000 Aarhus C, Denmark 2 Center for Interactive Spaces, University of Aarhus, Åbogade 34, 8200 Aarhus N, Denmark [email protected], [email protected], [email protected] Abstract. The iSport project is exploring the design and interaction potential of movement and physical interaction in social contexts. The project deals with three distinct areas of application all within the world of sports: elite athletes training, spectator experiences at sport events and physical education in schools. The goal of the project is to create interactive prototypes that will enhance and support the activities already at play in the three contexts and in that effort explore new ways of interacting with ubiquitous computing technology. Keywords: Kinesthetic empathy interaction, elite sports, learning, social interaction, play, spectator experience, collective action, design research. 1 iSport Today it is becoming a well-known and generally accepted thesis that human beings perceive, learn and experience through bodily movement to the same extent as through purely cognitive means [1]. George Lakoff and Mark Johnson state “Our sense of what is real begins with and depends crucially upon our bodies, especially our sensorimotor apparatus, which enables us to perceive, move and manipulate...”[ibid]. This means that our bodies are the foundation for the way we experience and interact with our surrounding. The iSport project is focused on exploring the challenge of designing and using computers in ways that enhance and support physical and social capabilities and experiences. The project is divided in three areas of interest where the central notions of movement and sociality are essential to all three. A

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