scholarly journals Embodiments and co-actions: The function of trust and re-enactment in the practice of psychotherapy

2020 ◽  
Vol 13 (2) ◽  
Author(s):  
Sarah Bro Trasmundi ◽  
Johanne S. Philipsen

AbstractThis paper is an empirically-based theoretical contribution to the field of research that investigates the function of trust and re-enactment in psychotherapeutic interaction. We use an ecological, embodied approach that pays attention to how human interaction is constrained by multiple timescales (past, present and future). The analysis sheds light on how trust, here in terms of a therapeutic alliance, is enabled, performed and maintained in interaction through the work with embodied re-enactments of previous events. Specifically, we describe how this therapeutic work constitutes an emerging, situated opportunity for teaching/practising embodied emotion regulation in the form of a co-participated enaction of “taking a deep breath,” and we emphasise how embodied, co-participated re-enactment of past (dys)functional behaviours outside of therapy can be a resource for redirecting, teaching and reinforcing therapeutically relevant behaviours in the context of therapy presenting themselves as fruitful opportunities for facilitating incremental change. Further, psychotherapy serves as a useful case for demonstrating the relevance of such an embodied interaction approach far more generally.

2015 ◽  
Vol 10 (11) ◽  
pp. 2270-2283 ◽  
Author(s):  
Babins Shrestha ◽  
Di Ma ◽  
Yan Zhu ◽  
Haoyu Li ◽  
Nitesh Saxena

2009 ◽  
Vol 3 (6) ◽  
pp. 741-749 ◽  
Author(s):  
Xia Zhang ◽  
◽  
Minoru Hashimoto

In this paper we propose a framework of realizing natural assist behavior with a movement-assist suit inspired by human interaction. Since human interaction can be thought as synchronization behavior common in movement assistance between human beings, to achieve human-like movement assistance, synchronization-based control is applied to a movement-assist suit. We use neural oscillators to entrain and synchronize suit movement with that of users. To determine validity and feasibility, we examine the proposal for whether (1) synchronization of action between human and movement-assist suit can be realized, (2) the assist effect can be obtained, and (3) the proposed method is comfortable for users. To determine these points, we simulated movement assistance and conducted experiments with a joint-torque-sensing assist suit. Results demonstrated that synchronized movement was realized and that a movement-assistance effect was implemented. Results of evaluation experiments showed the good usability the suit has as proposed, confirming the proposal's applicability and performance.


i-com ◽  
2018 ◽  
Vol 17 (3) ◽  
pp. 237-245
Author(s):  
Fabian Hemmert ◽  
Elizabeth Bradford ◽  
Erik Caetano ◽  
Friedrich Kegel ◽  
Eva Licht ◽  
...  

AbstractWhat will future creativity-based work in collaboration with ubiquitous, AI-driven systems be like? In this paper, we argue that following a ‘tangible interaction’ approach can be beneficial in this context. We describe six connected objects that illustrate how the quality of future creative work could be designed. The objects aim to shape embedded computation in ways that support embodied interaction. They include a place for sacrificing one’s phone, an olfactory calendar, a reader/writer for cloud data in everyday objects, a concrete-based data logger, a slot machine for recombining old ideas into new ones, and a dimmer for artificial intelligence. We summarize the results of a critical reflection of the prototypes in an argument for designing interactions that foster collaborative creative processes between embodied humans in a world of embedded computation.


2013 ◽  
Vol 411-414 ◽  
pp. 82-85
Author(s):  
Anthony Subasic ◽  
Estelle Perrin ◽  
Frederic Danesi

This paper presents the first definition of a methodology to analyze, design and evaluate information retrieval systems. We do not address the search engines themselves, but we discuss the computer human interaction implied. We show the need to introduce the user point-of-view in each interaction, and demonstrate the usage of trade oriented knowledge. We argue that, despite the inherent quality of the search engine, the human interface should be considered as the critical part of any system. Information Search Processes must evolve to include a computer-human interaction approach.


Author(s):  
Serena Lee-Cultura ◽  
Michail Giannakos

Abstract Embodied interaction describes the interplay between the brain and the body and its influence on the sharing, creation and manipulation of meaningful interactions with technology. Spatial skills entail the acquisition, organization, utilization and revision of knowledge about spatial environments. Embodied interaction is a rapidly growing topic in human–computer interaction with the potential to amplify human interaction and communication capacities, while spatial skills are regarded as key enablers for the successful management of cognitive tasks. This work provides a systematic review of empirical studies focused on embodied interaction and spatial skills. Thirty-six peer-reviewed articles were systematically collected and analysed according to their main elements. The results summarize and distil the developments concerning embodied interaction and spatial skills over the past decade. We identify embodied interaction capacities found in the literature review that help us to enhance and develop spatial skills. Lastly, we discuss implications for research and practice and highlight directions for future work.


2020 ◽  
Author(s):  
Cindy S Bergeman ◽  
Jessica Blaxton ◽  
Raquael Joiner

Abstract We need to understand how psychosocial resources develop, identify the influences that threaten their maintenance, detect the circumstances under which these resources are used, and elucidate the factors that support and promote their growth. Three important components to studying the development of resilience include its dynamic nature, context, and timescale of measurement. Dynamic systems (DS) approaches focus on physiological and psychological structures underling the development of resilience by explicitly mapping parameters of change onto their corresponding aspects of functioning. Previous research has captured emotion regulation within individuals, across traits, and in close personal relationships to show how these methods depict dynamic regulation/resilience resources and their influence on outcomes of interest. The use of multi-time scaled data informs how daily emotion regulation is disrupted in the context of stress to produce dysregulation and disease later in the life course. This approach can also reveal how resilience resources counteract these adverse processes and allow others to thrive and be well. Researchers must not only explore short-term variation in constructs of interest, but also explore how these shorter-term fluctuations contribute to longer-term changes. The confluence of DS, contextual influences, and multiple timescales provides an important set of tools to better understand development.


2020 ◽  
pp. 1357633X2092382
Author(s):  
Rachael Rietdijk ◽  
Emma Power ◽  
Michelle Attard ◽  
Leanne Togher

Introduction Communication skills training for people with traumatic brain injury (TBI) and their carers is recommended best practice. Delivery via telehealth could improve access to this training. This paper focuses on the acceptability of telehealth delivery of communication skills training. Methods A mixed-methods investigation of acceptability of telehealth to people with TBI and their carers was incorporated into a clinical trial. Thirty-six people with TBI (23 metropolitan and 13 regional) and their carers were recruited. Metropolitan participants were randomly allocated to telehealth or in-person intervention at a 1:3 ratio. Regional participants were allocated to telehealth. Telehealth and in-person participants were compared on retention, time to complete the programme, home practice completion and therapeutic alliance ratings. Participants completed semi-structured interviews regarding their views on telehealth, which were analysed using thematic analysis. Results There were no significant differences between telehealth and in-person participants in retention rate, time to complete the programme, degree of home practice completion or therapeutic alliance ratings. Three themes were identified: ‘telehealth delivery opens a window for access to rehabilitation in the context of my daily life’, ‘in-person delivery offers rehabilitation based on natural human interaction’ and ‘weighing telehealth against in-person delivery’. Discussion Participants found telehealth delivery acceptable, as indicated by the similarity between groups in the quantitative process measures, and as reported in interviews. Some reported a preference for in-person delivery if there had been a choice of delivery mode. Participants described characteristics of the two delivery modes which were relevant to their attitudes towards telehealth.


2016 ◽  
Vol 20 (2) ◽  
pp. 154-181 ◽  
Author(s):  
Sarah Bro Trasmundi ◽  
Sune Vork Steffensen

AbstractThis article is an empirically based theoretical contribution to the investigation of meaningmaking in the ecology of human interaction and interactivity. It presents an ecological perspective on meaning-making that pivots on how agents pick up information directly in their organism-environment-system; i.e. as an activity that does not presuppose inner cognitive operations. We pursue this line of thought by presenting an analysis of how a doctor and a nurse make a decision about a specific medical procedure (catheterisation) based on meaning-making activity. As we do not see meaning as a linguistic (symbolic) or a cognitive (representational) phenomenon external to an agent/user, but as emergent in coordinated interaction, we zoom in on how the practitioners recalibrate the organism-environmentsystem by shift ing between a multi-agentive mode and an individual mode. We useCognitive Event Analysisto investigate how the agents oscillate between being a multi-agent-system with shared, tightly coordinated agency and a loosely coupled dialogical system where the individuals bring forth an understanding based on their professional backgrounds and expertise. On this view, an ecological approach to meaning-making takes a starting point in how local interaction is constrained by previous events, emergent affordances in the environment, and real-time inter-bodily dynamics. Accordingly, meaning-making is seen as a joint activity emerging from the system’s coordinative actions rather than as a result of individual interpretation of symbolic content.


2022 ◽  
Vol 54 (8) ◽  
pp. 1-38
Author(s):  
Lik-Hang Lee ◽  
Tristan Braud ◽  
Simo Hosio ◽  
Pan Hui

Interaction design for Augmented Reality (AR) is gaining attention from both academia and industry. This survey discusses 260 articles (68.8% of articles published between 2015–2019) to review the field of human interaction in connected cities with emphasis on augmented reality-driven interaction. We provide an overview of Human-City Interaction and related technological approaches, followed by reviewing the latest trends of information visualization, constrained interfaces, and embodied interaction for AR headsets. We highlight under-explored issues in interface design and input techniques that warrant further research and conjecture that AR with complementary Conversational User Interfaces (CUIs) is a crucial enabler for ubiquitous interaction with immersive systems in smart cities. Our work helps researchers understand the current potential and future needs of AR in Human-City Interaction.


Author(s):  
Melanie Regina ◽  
Suwardana Winata

Point of view for looking artworks is not passsive anymore. Techonolgy development changed the museum paradigm. Those contemporaneity give huge impact for designing museum. The biggest critic of the museum well known about historical which contain educative value in it, currently that’s changing are passive to active, closeness to openess. Pattern of human interaction consubstantiate one each other, that’s added with nature reformation which has been invented a artwork. Art is not just about visualization, it is about a point of view which reflects among human, object, and nature. Museum of interactive art and design reveals about a meaning of interaction, this museum is going to locate in urban which have a high density and high urbanization. Community is formed from similarities and differences perception about places. Interaction approach will be able to deliver a content of human perseptiveness. “Five Senses of Human” as tools in this museum. These tools will be lead the visitor to have awareness about artworks (that contain five senses of human”. Design equips with a lot of nature experiences, it is will be able to dissociate urban complexity and the design will be able to contemplate citizens from rushed activities. The design contain functions to boost urban productivity and provide positive environment to be 24-hours city. Museum of Interactive art and design presents sustainable environment, to provide the citizens to have awareness about nature and support productivity as a needs in the future. Abstrak Perilaku manusia melihat karya seni bukanlah menjadi hal yang pasif. Perkembangan teknologi mengubah paradigma sebuah objek (karya seni) dalam museum.  Kesejamanan tersebut memberikan dampak yang besar di dalam desain perancangan museum. Museum yang kita kenal sebagai bangunan yang penuh dengan nilai historikal dengan nilai edukatif didalamnya menjadi berubah, yang bersifat pasif menjadi aktif, yang tertutup menjadi terbuka. Pola interaksi manusia dan objek melebur satu sama lain ditambah dengan sebuah reformasi alam yang menjadi representasi dari terciptanya sebuah karya seni. Seni bukanlah soal karya yang terlihat, tetapi seni adalah sebuah pandangan yang tercermin antara manusia, obyek dan alam. Museum Interaktif seni dan desain bercerita tentang sebuah makna interaksi, desain ini terletak di konteks perkotaan yang sangat padat. Komunitas yang tercipta karna adanya sebuah kesamaan maupun perbedaan persepsi dengan pengalaman sebuah ruang. Pendekatan akan interaksi tersebut melahirkan sebuah konten yang mengarah kepada kepekaan manusia akan pancaindra. “Lima Pancaindra Manusia” menjadi sebuah alat dari museum interaktif seni dan desain ini. Konten yang akan menggiring pengunjung untuk lebih peka terhadap karya seni yang sangat erat dengan pancaindra. Desain perancangan dilengkapi dengan pengalaman-pengalaman akan representasi alam, menghilangkan sebuah kepenatan dari hiruk pikuk kota dan menjadi tempat untuk manusia berkontemplasi dari kesibukan perkotaan. Desain dilengkapi dengan fungsi yang menunjang produktifitas kota dan menghadirkan lingkungan yang positif untuk menjadikan kota yang hidup selama 24 jam.  Museum interaktif seni dan desain hadir untuk lingkungan yang berkelanjutan, mewadahi masyarakatnya untuk semakin peka akan sebuah lingkungan dan menunjang produktifitas yang menjadi sebuah kebutuhan di masa yang akan datang.


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