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Enhancing values through virtuality for intelligent artifacts that influence human attitude and behavior

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Abstract

Embodied interaction technologies allow us to enhance physical artifacts surrounding us by adding an information layer to the artifacts. The information layer that we call virtual forms presents dynamically generated visual information representing virtual objects and creatures that influence human attitude and behavior. The focus of our research is to develop intelligent artifacts enhanced with virtual forms that influence human attitude and behavior. To suggest some ways to develop such artifacts that harmoniously integrate virtual forms into them, based on our experience with three case studies presented in the paper, we propose a value-based analysis framework, which allows us to discuss and consider some good-design implications for the design of the enhanced intelligent artifacts. We also present design implications to apply the value-based analysis framework to analyze and enhance one of intelligent artifact. Finally, our experience suggests that incorporating fictionality is a promising direction for the designing of intelligent artifacts with ideological messages intended to influence people’s attitude and behavior.

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Notes

  1. http://www.gamesforchange.org/

  2. In this paper, real TCG means that the game is performed using real trading cards on a real table and that two or four players play the game face-to-face.

  3. http://www.geocities.jp/higuchuu4

  4. http://www.microsoft.com/en-us/kinectforwindows/

  5. https://github.com/OpenNI/OpenNI

  6. The solution was proposed in AwareMirror [21] for maintaining the balance between ambient abstract imformation and textual concrete information in intelligent daily artifacts.

  7. http://www.artandsciencejournal.com/post/44792197338/technology-meets-fashion-meets-art-the-beautiful

  8. http://www.yugioh-card.com/en/

  9. http://zelda.com/

  10. http://blackrockshooter.wikia.com/

  11. Using fictional stories is now very popular to project a virtual character in the real world. In Japan, for example, a virtual idol sings in a concert and appears in the real world by using a film screen: http://5pb.jp/mikupa/. The approach achieves the effect to live the virtual idol in the real world.

  12. The term was coined by Huizinga [28]. The magic circle is a place of dreams and fantasy. It is an escape from everyday problems and chores. Most importantly, everything inside the magic circle is, in some way, transformative. Each time a person leaves the magic circle, they bring meaning and experience.

  13. The results of positive psychology teach us that positive thinking plays a very important role in increasing our self-efficacy to solve difficult problems [17].

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Correspondence to Tatsuo Nakajima.

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Sakamoto, M., Nakajima, T. & Alexandrova, T. Enhancing values through virtuality for intelligent artifacts that influence human attitude and behavior. Multimed Tools Appl 74, 11537–11568 (2015). https://doi.org/10.1007/s11042-014-2250-5

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