embodied interaction – learning installation

Using the physical world as a medium for interacting with digital technology

“Using the physical world as a medium for interacting with digital technology”, “the creation, manipulation and sharing of meaning through engaged interaction with artefacts”


Gain knowledge about methods and techniques used in the area of embodied interaction, focusing on affective computing, behaviour modelling, social interaction, interactive storytelling as well as cooperation and collaboration. Knowledge were used to develop an interactive installation.

Developing an Interactive Installation, which investigates the concept of proxemics for interpersonal communication in particular stressing the cultural variability of this notion.
The world is changing rapidly into global village and we can see that there is a need of intercultural awareness. People should be aware of different cultures and have the ability to interact with them without being uncomfortable. In this project we created a prototype which aim at teaching these skills in a virtual environment.



It is a low cost prototype for an Interactive Installation. The systems consists of three different modules: Microsoft Kinect, Projector and a Laptop running Processing. Through research on proxemics a database of enculturation data are stored and managed through a JAVA program running on a laptop computer. The program receives spatial data from the Kinect device (distance between user of the installation and avatar), and processes them according to the avatar currently displayed – in order to figure out if it should change its state (i.e. one state for each proxemics space).

Interactions with the prototype are simple while requiring spatial movements. A white line is drawn on the ground, and a human user just has to move back and forth along the line. The Kinect device estimates the distance of the user with the avatar, and if an entrance in a different avatar space is detected, the avatar figures evolves i.e. one of the four images picturing a typical behavioral reaction is randomly selected to replace the previous image of the avatar.

FIELDS : Embodied Interaction, Applied Research, Interaction Design, Culturally-aware agent, embodied agent, Intercultural learning.
TECH-TOOLS : Kinect, Processing, Max/MSP and Jitter, Arduino, Ping))) sensor, Photoshop

Members : Martynas Brikys, Stefano Trento and Emmanuel Blanchard
Date : October 2012
Location : Aalborg University Copenhagen
Other: The project has two different prototypes and one scientific article

intimate_d_i personal_d_i public_d_i

1d 3d