165:, the traditional interaction with the information mediated by a computer is mostly based on symbolic or iconic knowledge, and not on enactive knowledge. While in the symbolic way of learning knowledge is stored as words, mathematical symbols or other symbol systems, in the iconic stage knowledge is stored in the form of visual images, such as diagrams and illustrations that can accompany verbal information. On the other hand, enactive knowledge is a form of knowledge based on active participation, knowing by doing, by living rather than thinking.
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understanding gestures of the user, in order to provide an adequate response in perceptual terms. Enactive interfaces can be considered a new step in the development of the human-computer interaction because they are characterized by a closed loop between the natural gestures of the user (efferent component of the system) and the perceptual modalities activated (afferent component). Enactive interfaces can be conceived to exploit this direct loop and the capability of recognizing complex gestures.
169:"Any domain of knowledge (or any problem within that domain of knowledge) can be represented in three ways: by a set of actions appropriate for achieving a certain result (enactive representation); by a set of summary images or graphics that stand for a concept without defining it fully (iconic representation); and by a set of symbolic or logical propositions drawn from a symbolic system that is governed by rules or laws for forming and transforming propositions (symbolic representation)"
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Enactive human-machine interface translating the aspects of a knowledge base into modalities of perception for a human operator. The auditory, visual, and tactile presentations by the system respond to tactile input from the operator, which user input in turn depends upon the auditory, visual, and
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that express and transmit the enactive knowledge by integrating different sensory aspects. The driving concept of enactive interfaces is then the fundamental role of motor action for storing and acquiring knowledge (action driven interfaces). Enactive interfaces are then capable of conveying and
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Enactive knowledge is information gained through perception–action interaction in the environment. In many aspects the enactive knowledge is more natural than the other forms both in terms of the learning process and in the way it is applied in the world. Such knowledge is inherently
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and sound processing, giving more attention on the motor action aspect of interaction. An example of prototypical systems that are able to introduce enactive interfaces are reactive robots, robots that are always in contact with the human hand (like current play console controllers,
179:, juggling being a simple example, and the acquisition of a skill is one area where enactive knowledge is evident. The sensorimotor and cognitive activities involved in acquiring skills are tabulated by the SKILLS FP6 European skills project.
667:"The organization producing the system can itself be defined as an autopoietic system in Maturana and Varela's sense. An autopoietic system is producer and product at the same time. HCD is both the process of design and the design itself."
211:
research instrument that provides fundings for the integration of the research activities of different research laboratories and institutions. The ENACTIVE NoE started in 2004 with more than 20 partners with the objective of
216:. The aim of this NoE is not only the research on enactive interfaces by itself, but also the integration of the partners through a Virtual Laboratory and the spreading of the expertise and knowledge of the Network.
101:. The system is called enactive because of the feedback loop in which the system response is decided by the user input, and the user input is driven by the perceived system responses.
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223:, and the technological aspects necessary for the creation of enactive interfaces. Every year the status of the ENACTIVE NoE is presented through an international conference.
199:, a European consortium of more than 20 research laboratories that are joining their research effort for the definition, development and exploitation of enactive interfaces.
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the creation of a multidisciplinary research community with the aim of structuring the research on a new generation of human-computer interfaces called
Enactive Interfaces
82:, that is, optimization of the awareness of possible actions available to someone using the enactive interface. This optimization involves visibility, affordance, and
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Since 2004, the partners, coordinated by the PERCRO laboratory, have improved both the theoretical aspects of enaction, through seminars and the creation of a
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The research on enactive knowledge and enactive interfaces is the objective of the ENACTIVE Network of
Excellence. A Network of Excellence is a
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638:, video of a three-dimensional dynamic interactive graphical display allowing a human operator to visualize and manipulate data.
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because it requires the co-ordination of the various senses. Two key characteristics of enactive knowledge are that it is
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Enactive interfaces are related to a fundamental interaction concept that often is not exploited by existing
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154:: the way of doing is itself dependent upon social aspects, attitudes, values, practices, and legacy.
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590:"An enactive approach to perception-action and skill acquisition in virtual reality environments"
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259:"§4.4.2: PDP [Product Development Process] scenario based on user-centered design"
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Debbie Stone; Caroline
Jarrett; Mark Woodroffe; Shailey Minocha Morgan Kaufmann (2005).
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The enactive interface in the figure interprets manual input and provides a response in
699:"An autopoietic approach for knowledge management systems in manufacturing enterprises"
399:"Chapter 5; §3: Three principles from experience: visibility, affordance, and feedback"
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432:"Perceptual and design principles for effective interactive visualizations"
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to allow a student to visually engage with mathematical concepts. Enactive
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10.1002/(sici)1097-4571(199711)48:11<1073::aid-asi9>3.0.co;2-t
673:"The systemics of dialogism: On the prevalence of the self in HCI design"
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195:, sound and vision. Such research is the main objective of the ENACTIVE
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Third
International Conference on Applied Human Factors and Ergonomics
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object using multiple modality interactions with a database, or using
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Bruner's list of six characteristics of iconic knowledge is found in
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it relates to doing and depends on the user's experience, and it is
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Elena
Zudilova-Seinstra; Tony Adriaansen; Robert van Liere (2008).
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Research on
Technology and the Teaching and Learning of Mathematics
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B Bardy; D Delignières; J Lagarde; D Mottet; G Zelic (July 2010).
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Markus
Thannhuber; Mitchell M Tseng; Hans-Jörg Bullinger (2001).
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Multimodal interfaces are a good candidate for the creation of
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obtained through action. Examples are interfaces that couple a
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Trends in
Interactive Visualization: State-of-the-Art Survey
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Phillip T. Slee; Marilyn
Campbell; Barbara Spears (2012).
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Phillip T. Slee; Marilyn
Campbell; Barbara Spears (2012).
567:(Paperback ed.). Taylor & Francis. p. 260.
611:"Research on haptic interfaces and virtual environments"
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Journal of the American Society for Information Science
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to do things usually done unaided, such as shaping a
291:"§4.5.2 Design tools based upon enactive interfaces"
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161:technologies. As stated by cognitive psychologist
326:. In Mary Kathleen Heid; Glendon W Blume (eds.).
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112:The development of such interfaces requires the
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565:Fundamental Constructs in Mathematics Education
357:"Affordances in the design of enactive systems"
330:. Information Age Publishing Inc. pp. 213
561:"Chapter 10: Sustaining mathematical activity"
74:can be approached through the idea of raising
563:. In John Mason; Sue Johnston-Wilder (eds.).
703:Annals of the CIRP-Manufacturing Technology
501:. Cambridge University Press. p. 176.
472:. Cambridge University Press. p. 176.
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355:TA Stoffregen; BG Bardy; B Mantel (2006).
295:Emotional Engineering: Service Development
263:Emotional Engineering: Service Development
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531:. Harvard University Press. p. 44.
499:Child, Adolescent and Family Development
470:Child, Adolescent and Family Development
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104:Enactive interfaces are new types of
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403:User Interface Design and Evaluation
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191:because of their coordinated use of
173:A particular form of knowledge is a
43:systems that allow organization and
652:Orchestrating Human-Centered Design
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32:tactile feedback from the system.
322:D Tall; D Smith; C Piez (2008).
405:. Morgan Kaufmann. pp. 97
525:Toward a Theory of Instruction
522:Jerome Seymour Bruner (1966).
203:ENACTIVE Network of Excellence
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719:10.1016/s0007-8506(07)62129-5
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93:terms in the form of images,
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293:. In Shuichi Fukuda (ed.).
261:. In Shuichi Fukuda (ed.).
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756:User interface techniques
655:. Springer. p. 118.
495:"Enactive representation"
438:. Springer. pp. 166
376:10.1007/s10055-006-0025-7
289:Monica Bordegoni (2010).
257:Monica Bordegoni (2010).
99:haptic (tactile) feedback
741:Knowledge representation
671:Colin T Schmidt (1997).
297:. Springer. pp. 78
265:. Springer. p. 76.
159:human-computer interface
106:human-computer interface
466:"Iconic representation"
746:Educational psychology
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197:Network of Excellence
183:Multimodal interfaces
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693:Autopoiesic systems.
189:Enactive interfaces
37:Enactive interfaces
736:Enactive cognition
324:"Enactive control"
209:European Community
137:Enactive knowledge
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683:(11): 1073–1081.
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552:2014-05-16
239:References
233:Enactivism
144:multimodal
131:Wii Remote
91:perceptual
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617:April 30,
76:awareness
69:interface
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152:cultural
118:research
114:creation
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18:Enaction
384:8334591
221:lexicon
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380:S2CID
360:(PDF)
176:skill
53:human
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619:2014
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