This document provides guidance on scoping strategies for trans-disciplinary approaches. It discusses defining keywords, searching literature from different fields, exploring connections between unexpected areas, and identifying potential overlaps and missing links. A case study on Claudia examines the use of Laban Movement Analysis and concepts like somaesthetics in virtual reality. It summarizes relevant literature at the intersections of fields like kinesics, biomechanics and VR. New questions are posed on how movement analysis can inform VR game and navigation design, and what new mechanics may emerge from applying new perspectives on human movement.
2. Main principles
• Definitions, identifying keywords
• Searching the literature (standard)
• Explore keywords, use modifiers, try combinations
• Look at years, publication outlets, authors
• Cross-check references, citations (in and out)
• Read abstracts introductions conclusions methods lit review
• Searching the literature and the web (for Trans-D sources)
• Unexpected connections, keywords, fields, areas, practices
• Get familiar with the basic ideas, language, principles, applications
• Look for overlaps, but also especially for missing connections
• Revisit definitions and keywords from new perspective
• Identify potential (mode 1 or mode 2)
3. Case study: Claudia
• VR dictionary definition:
• an artificial environment which is experienced through sensory stimuli (such as
sights and sounds) provided by a computer and in which one's actions partially
determine what happens in the environment
• Environment
• Experience
• Sensory stimuli
• Actions, interactions
• Purpose, function
• Types of VR
• Game mechanics
• Travel mechanics: fly-through
• Other fields: kinesics, biomechanics, interfaces (game controls),
4. 1. Kinesics and Virtual Reality: About 551 results
a) https://scholar.google.co.nz/scholar?hl=en&as_sdt=0%2C5&q=%22kinesics%22+%22virtual+reality
b) Biocca, F., & Delaney, B. (1995). Immersive virtual reality technology. Communication in the age of virtual reality, 15,
32.
c) Biocca, F. (1992). Virtual reality technology: A tutorial. Journal of Communication, 42(4), 23-72.
d) Manninen, T. (2002). Interaction forms in multiplayer desktop virtual reality games. In VRIC2002 Conference (Vol.
223, p. 232).
e) Insight: Look at Frank A. Biocca’s work (20331 citations):
https://scholar.google.co.nz/citations?user=yRkAiZAAAAAJ&hl=en&oi=sra
2. "virtual reality" "travel mechanics": 5 results including “Reality based Interaction” (draft):
https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.123.1659&rep=rep1&type=pdf
3. "virtual reality" "fly through”: About 4,050 results
4. "virtual reality" "fly through" "kinesics“: 3 results
5. Definition of kinesics: a systematic study of the relationship between nonlinguistic body motions (such as blushes, shrugs,
or eye movement) and communication
6. "virtual reality" "interfaces" "fly": About 15,900 results
1. Billinghurst, M., Kato, H., & Poupyrev, I. (2001). The magicbook-moving seamlessly between reality and virtuality. IEEE Computer Graphics and applications,
21(3), 6-8.
2. Cabral, M. C., Morimoto, C. H., & Zuffo, M. K. (2005, October). On the usability of gesture interfaces in virtual reality environments. In Proceedings of the
2005 Latin American conference on Human-computer interaction (pp. 100-108). ACM.
3. Jacob, R. J., Girouard, A., Hirshfield, L. M., Horn, M. S., Shaer, O., Solovey, E. T., & Zigelbaum, J. (2008, April). Reality-based interaction: a framework for post-
WIMP interfaces. In Proceedings of the SIGCHI conference on Human factors in computing systems (pp. 201-210). ACM.
7. "virtual reality" "interfaces" "fly through": About 1,520 results
5. 1. "virtual reality" "interfaces" "fly through": About 1,520 results
1. O'Hagan, R., & Zelinsky, A. (2000). Visual gesture interfaces for virtual environments. In Proceedings First Australasian User Interface Conference. AUIC 2000
(Cat. No. PR00515) (pp. 73-80). IEEE.
2. Nelson, W. T., Hettinger, L. J., Cunningham, J. A., Roe, M. M., Haas, M. W., & Dennis, L. B. (1997, March). Navigating through virtual flight environments using
brain-body-actuated control. In Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality (pp. 30-37). IEEE.
2. "virtual reality" "interfaces" "gestures": About 29,600 results
1. Nielsen, M., Störring, M., Moeslund, T. B., & Granum, E. (2003, April). A procedure for developing intuitive and ergonomic gesture interfaces for HCI. In
International gesture workshop (pp. 409-420). Springer, Berlin, Heidelberg.
2. Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. Foundations and Trends® in Human–Computer Interaction, 8(2-3), 73-272.
3. Pavlovic, V. I., Sharma, R., & Huang, T. S. (1997). Visual interpretation of hand gestures for human-computer interaction: A review. IEEE Transactions on
Pattern Analysis & Machine Intelligence, (7), 677-695.*
4. Nielsen, M., Moeslund, T. B., Störring, M., & Granum, E. (2008). Gesture interfaces. HCI Beyond the GUI: Design for Haptic, Speech, Olfactory, and Other
Nontraditional Interfaces”, Edited by Kortum, P., Elsevier Inc., USA.
5. Beckhaus, S., & Kruijff, E. (2004, August). Unconventional human computer interfaces. In ACM SIGGRAPH 2004 course notes (p. 18). ACM.
6. England, D. (2011). Whole body interaction: An introduction. In Whole Body Interaction (pp. 1-5). Springer, London.
3. * = Cited by 2390. games navigation natural control interface intuitive. Search within citing articles
1. Vyas, K. K., Pareek, A., & Vyas, S. (2013). Gesture recognition and control. International Journal on Recent and Innovation Trends in Computing and
Communication ISSN, 2321-8169.
2. Rautaray, S. S., & Agrawal, A. (2012). Real time multiple hand gesture recognition system for human computer interaction. International Journal of Intelligent
Systems and Applications, 4(5), 56-64.
3. A taxonomy of gestures in human computer interactions. M Karam - 2005 - eprints.soton.ac.uk
4. Farhadi-Niaki, F., Gerroir, J., Arya, A., Etemad, S. A., Laganière, R., Payeur, P., & Biddle, R. (2013, January). Usability study of static/dynamic gestures and
haptic input as interfaces to 3D games. In ACHI 2013 the Sixth International Conference on Advances in Computer-Human Interactions (pp. 315-323).
4. "virtual reality" games About 407,000 results
5. "virtual reality" "game" "gestures" "control" "interface" About 14,400 results
6. "virtual reality" "game" "gestures" "control" "interface" "walking” About 5,640 results
6.
7.
8. 1. Paiva, A., Andersson, G., Höök, K., Mourão, D., Costa, M., & Martinho, C. (2002). Sentoy in fantasya: Designing an affective
sympathetic interface to a computer game. Personal and Ubiquitous Computing, 6(5-6), 378-389.
9. 1. Konrad, T., Demirdjian, D., & Darrell, T. (2003, April). Gesture+ play: full-body interaction for virtual environments. In CHI'03
Extended Abstracts on Human Factors in Computing Systems (pp. 620-621). ACM.:
1. Karam, M. (2006). A framework for research and design of gesture-based human-computer interactions (Doctoral dissertation, University of Southampton).
Cited by 53
10. 1. Rautaray, S. S., & Agrawal, A. (2015). Vision based hand gesture recognition for human computer interaction: a survey.
Artificial Intelligence Review, 43(1), 1-54. Cited by 714
11. 1. Rautaray, S. S., & Agrawal, A. (2015). Vision based hand gesture recognition for human computer interaction: a survey.
Artificial Intelligence Review, 43(1), 1-54. Cited by 714
12. 1. Rautaray, S. S., & Agrawal, A. (2015). Vision based hand
gesture recognition for human computer interaction: a survey.
Artificial Intelligence Review, 43(1), 1-54. Cited by 714
1. virtual games. Search within citing articles: About 142 results
1. Lee, Y., Choi, W., & Sohn, B. S. (2018, January). Immersive gesture interfaces
for 3D map navigation in HMD-based virtual environments. In 2018
International Conference on Information Networking (ICOIN) (pp. 963-965).
IEEE.
2. Messaci, A., Zenati, N., Bellarbi, A., & Belhocine, M. (2015, December). 3d
interaction techniques using gestures recognition in virtual environment. In
2015 4th International Conference on Electrical Engineering (ICEE) (pp. 1-5).
IEEE.
3. Georgiadis, A. (2017). VR Gaming-Hands On: The use and effects of bare hand
gestures as an interaction method in multiplayer Virtual Reality Games.
4. Yang, L. I., HUANG, J., Feng, T. I. A. N., Hong-An, W. A. N. G., & Guo-Zhong, D. A.
I. (2019). Gesture interaction in virtual reality. Virtual Reality & Intelligent
Hardware, 1(1), 84-112.
5. Lee, Y. S., & Sohn, B. S. (2018). Immersive Gesture Interfaces for Navigation of
3D Maps in HMD-Based Mobile Virtual Environments. Mobile Information
Systems, 2018.
6. Yang, J., Wang, Y., Lv, Z., Jiang, N., & Steed, A. (2018). Interaction with Three-
Dimensional Gesture and Character Input in Virtual Reality: Recognizing
Gestures in Different Directions and Improving User Input. IEEE Consumer
Electronics Magazine, 7(2), 64-72.
2. virtual immersive navigation. Search within citing articles: About
43 results
1. Tscharn, R., Schaper, P., Sauerstein, J., Steinke, S., Stiersdorfer, S., Scheller, C., &
Huynh, H. T. (2016). User Experience of 3D Map Navigation–Bare-Hand
Interaction or Touchable Device?. Mensch und Computer 2016-Tagungsband.
2. Rehman, I., Ullah, S., & Raees, M. Two Hand Gesture Based 3D Navigation in
Virtual Environments.
13. 1. Segen, J., & Kumar, S. (1998, September). Gesture VR: vision-based 3 D hand interace for spatial interaction. In ACM
Multimedia (pp. 455-464). Cited by 160. Search within citing articles:
1. “walking”: 28 results Zhao, L., & Badler, N. I. (2001). Synthesis and acquisition of laban movement analysis qualitative parameters for communicative
gestures. Technical Reports (CIS), 116.
22. Case study: Claudia (2)
• "Rudolf Laban": About 7,750 results
• "virtual reality": About 1,310,000 results
• "Rudolf Laban" "virtual reality": About 190 results
• "laban movement analysis": About 3,930 results
• "laban movement analysis" "virtual reality": About 337 results. Since 2015: About 128
results
• Sun, G., Chen, W., Li, H., Sun, Q., Kyan, M., & Zhang, P. (2017). A Virtual Reality Dance Self-learning Framework using
Laban Movement Analysis. Journal of Engineering Science & Technology Review, 10(5).
• Aristidou, A., Stavrakis, E., Charalambous, P., Chrysanthou, Y., & Himona, S. L. (2015). Folk dance evaluation using laban
movement analysis. Journal on Computing and Cultural Heritage (JOCCH), 8(4), 20.
• Metsis, V., Smith, K. S., & Gobert, D. (2017, November). Integration of virtual reality with an omnidirectional treadmill
system for multi-directional balance skills intervention. In 2017 International Symposium on Wearable Robotics and
Rehabilitation (WeRob) (pp. 1-2). IEEE.
• Erkut, C., & Dahl, S. (2019). Incorporating Virtual Reality with Experiential Somaesthetics in an Embodied Interaction
Course. The Journal of Somaesthetics, 4(2).
• Somaesthetics is an interdisciplinary field of inquiry aimed at promoting and integrating the
theoretical, empirical and practical disciplines related to bodily perception, performance and
presentation.
• "Somaesthetics" "virtual reality": About 163 results
23. • "Somaesthetics" "virtual reality": About 163 results
• "Somaesthetics" "virtual reality" "navigation” Since 2015: 18 results
• Thomas, L. M., & Glowacki, D. R. (2018). Seeing and feeling in VR: bodily perception in the gaps between layered
realities. International Journal of Performance Arts and Digital Media, 14(2), 145-168.
• Hsieh, H. C. L., & Cheng, N. C. (2016, July). A Theoretical Model for the Design of Aesthetic Interaction. In International
Conference on Human-Computer Interaction (pp. 178-187). Springer, Cham.
• Loke, L., & Schiphorst, T. (2018). The somatic turn in human-computer interaction. interactions, 25(5), 54-5863.
• Van Dijk, J. (2018). Designing for embodied being-in-the-world: A critical analysis of the concept of embodiment in the
design of hybrids. Multimodal Technologies and Interaction, 2(1), 7.
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31. • Gendlin, E. T. (1992). The primacy of the body, not the primacy of perception. Man and world,
25(3), 341-353. Cited by 228
• "The Primacy of the Body" "virtual reality" : About 58 results
• "The Primacy of the Body" "virtual reality" "navigation" "control" : 10 results
• Kornelsen, J. J. A. (1991). Virtual reality?: Marshall McLuhan and a phenomenological investigation of the construction
of virtual worlds (Doctoral dissertation, Theses (Dept. of Communication)/Simon Fraser University).
“Your body knows more about situations
than you are explicitly aware of. For example,
your body picks up more about another
person than you consciously know. With a
little training, you can get a bodily feel for the
'more' that is happening in any situation.
From that bodily feel come small steps that
lead toward resolution.”
32.
33. Figure 3. Raoul Auger Feuillet's Chorégraphie, ou l'art de d'écrire la danse (Paris,
1700) on exceptional display in the New York Public Library. Photo Laura Karreman
https://doi.org/10.1080/13528165.2015.1111049
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36. Case study: Claudia (3)
• New questions:
• What are the potential connections between Laban Movement Analysis and
virtual, immersive games?
• What other “movement analysis” techniques, approaches are out there?
• How can new (to me) understandings of human movement inform the design
of navigation controls in VR?
• What new VR game mechanics and travel mechanics in VR are possible when
armed with new perspectives of human body movement?
• Etc…