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The mocking gaze: The social organization of kinect use: The social organization of kinect use

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The mocking gaze: The social organization of kinect use: The social organization of kinect use. / Harper, R.; Mentis, Helena M.
CSCW '13 Proceedings of the 2013 conference on Computer supported cooperative work. New York: ACM, 2013. p. 167-180.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Harper, R & Mentis, HM 2013, The mocking gaze: The social organization of kinect use: The social organization of kinect use. in CSCW '13 Proceedings of the 2013 conference on Computer supported cooperative work. ACM, New York, pp. 167-180. https://doi.org/10.1145/2441776.2441797

APA

Harper, R., & Mentis, H. M. (2013). The mocking gaze: The social organization of kinect use: The social organization of kinect use. In CSCW '13 Proceedings of the 2013 conference on Computer supported cooperative work (pp. 167-180). ACM. https://doi.org/10.1145/2441776.2441797

Vancouver

Harper R, Mentis HM. The mocking gaze: The social organization of kinect use: The social organization of kinect use. In CSCW '13 Proceedings of the 2013 conference on Computer supported cooperative work. New York: ACM. 2013. p. 167-180 doi: 10.1145/2441776.2441797

Author

Harper, R. ; Mentis, Helena M. / The mocking gaze: The social organization of kinect use : The social organization of kinect use. CSCW '13 Proceedings of the 2013 conference on Computer supported cooperative work. New York : ACM, 2013. pp. 167-180

Bibtex

@inproceedings{ae5e23f5b2c7487a906a3a00c2196b85,
title = "The mocking gaze: The social organization of kinect use: The social organization of kinect use",
abstract = "As the Kinect sensor is being extended from gaming to oth-er applications and contexts, we critically examine what is the nature of the experience garnered through its current use in gaming in the home setting. Through an exploratory study of family experiences with Kinect in gaming, we dis-cuss the character of the experience as one that entails users reveling in absurdity of movement that is required by the Kinect sensor. Through this analysis, we liken the 'third-space' defined by Kinect-based gestural interaction to that of Bakhtin's mocking gaze in the contexts of carnivals. This is followed by remarks on the implications this re-specification of understanding Kinect-enabled interaction has for the term 'natural' and relatedly the emphasis on the 'user' as 'the controller' in HCI. Remarks will be made on the implications of this for the application of the Kinect sensor to distributed gaming and other non-gaming interac-tion spaces in the home. Copyright 2013 ACM.",
keywords = "Body-based interaction, Cultural theory, Culture, Family, Games, Gesture, HCI, Home, Kinect, Natural user interfaces, Sociology, Cell culture, Human computer interaction, Interactive computer systems, Sensors, User interfaces, Computer supported cooperative work",
author = "R. Harper and Mentis, {Helena M.}",
year = "2013",
doi = "10.1145/2441776.2441797",
language = "English",
isbn = "9781450313315",
pages = "167--180",
booktitle = "CSCW '13 Proceedings of the 2013 conference on Computer supported cooperative work",
publisher = "ACM",

}

RIS

TY - GEN

T1 - The mocking gaze: The social organization of kinect use

T2 - The social organization of kinect use

AU - Harper, R.

AU - Mentis, Helena M.

PY - 2013

Y1 - 2013

N2 - As the Kinect sensor is being extended from gaming to oth-er applications and contexts, we critically examine what is the nature of the experience garnered through its current use in gaming in the home setting. Through an exploratory study of family experiences with Kinect in gaming, we dis-cuss the character of the experience as one that entails users reveling in absurdity of movement that is required by the Kinect sensor. Through this analysis, we liken the 'third-space' defined by Kinect-based gestural interaction to that of Bakhtin's mocking gaze in the contexts of carnivals. This is followed by remarks on the implications this re-specification of understanding Kinect-enabled interaction has for the term 'natural' and relatedly the emphasis on the 'user' as 'the controller' in HCI. Remarks will be made on the implications of this for the application of the Kinect sensor to distributed gaming and other non-gaming interac-tion spaces in the home. Copyright 2013 ACM.

AB - As the Kinect sensor is being extended from gaming to oth-er applications and contexts, we critically examine what is the nature of the experience garnered through its current use in gaming in the home setting. Through an exploratory study of family experiences with Kinect in gaming, we dis-cuss the character of the experience as one that entails users reveling in absurdity of movement that is required by the Kinect sensor. Through this analysis, we liken the 'third-space' defined by Kinect-based gestural interaction to that of Bakhtin's mocking gaze in the contexts of carnivals. This is followed by remarks on the implications this re-specification of understanding Kinect-enabled interaction has for the term 'natural' and relatedly the emphasis on the 'user' as 'the controller' in HCI. Remarks will be made on the implications of this for the application of the Kinect sensor to distributed gaming and other non-gaming interac-tion spaces in the home. Copyright 2013 ACM.

KW - Body-based interaction

KW - Cultural theory

KW - Culture

KW - Family

KW - Games

KW - Gesture

KW - HCI

KW - Home

KW - Kinect

KW - Natural user interfaces

KW - Sociology

KW - Cell culture

KW - Human computer interaction

KW - Interactive computer systems

KW - Sensors

KW - User interfaces

KW - Computer supported cooperative work

U2 - 10.1145/2441776.2441797

DO - 10.1145/2441776.2441797

M3 - Conference contribution/Paper

SN - 9781450313315

SP - 167

EP - 180

BT - CSCW '13 Proceedings of the 2013 conference on Computer supported cooperative work

PB - ACM

CY - New York

ER -