Exploring the Virtuality Continuum Frontiers: Μultisensory and
Magical Experiences in Interactive Art
Nefeli Georgakopoulou
1
, Dionysios Zamplaras
1
, Sofia Kourkoulakou
1
,
Chu-Yin Chen
1
and François Garnier
2
1
INREV Laboratory, Paris 8 University, Paris, France
2
EnsadLab Spatial Media, PSL Université, Paris, France
Keywords: Interaction Design, User Interface Design, Tangible Interfaces, Smart Material Interfaces, Haptics, Active
Sensing, Immersive Experience, Multisensory Experience, Mixed Reality, Magical Reality.
Abstract: This article is an effort to approach certain aspects of the evolution of user interface design, as well as the
design and aesthetics of interactive works of art. Interactive works attempt to connect the viewer with the
work and invite him to deploy his senses and his body. But many researchers and artists are concerned by
the fact that interface technologies tend to put us out of touch with ourselves, so they try to create
interactions that take place in our periphery, drawing our attention rather than demanding it. Taking as a
starting point the sense of touch, whose importance has been widely analysed in philosophy,
phenomenology and aesthetics, we describe the modalities of active touch and active sensing. We then
propose that with the use of physical materials and tangible interfaces in interactive artworks we can
achieve more magical experiences that engage us in a multi sensorial way. As an example we are describing
the concepts around the mixed reality installation VitRails.
1 INTRODUCTION
Through the use of different types of human
computer interfaces, interactive works seek to create
various multimodal interactions. The resulting multi
sensorial experiences challenge and defy our
perceptual channels. And while the visual channel
seems to predominate in our culture, the conception
and design of interfaces and connected objects has
long embraced the idea of alternative and more
natural ways of producing additional and
complementary feedback through the involvement of
our other perceptual channels.
This research is an effort to analyze and
understand the quality of different Human-
Computer-Interactions (HCI) aiming in more “calm
technologies and “natural” interactions through the
shift from passive to active sensing. We suggest that
a change from the pictorial images of graphical user
interfaces towards the abstraction of touch and
materiality in tangible user interfaces can result in
more interesting immersive and magical experiences
in art.
In the following sections, we try first to state
some basic ideas around the characteristics of
interactive art and the way we perceive it. We then
suggest that the active use of our other senses can
engage us in multi-sensory immersive experiences.
We also propose the enrichment of these experiences
with physical materials, as this can create more
natural bonds with the physical world, thus adding
the layer of magic to the real virtual continuum. We
end with the description of the mixed reality
installation VitRails
1
.
2 INTERACTIVE ART & NEW
TYPES OF HCI
Art and cultural practices in general have always
been related to the tools and media provided.
Nowadays, new ways of using existing technology,
as well as new technological advances, come to offer
new tools and new media at the disposition of artists
and creators. With the arrival of the digital era and
1
https://collectifcontinuum.wixsite.com/continuum
Georgakopoulou, N., Zamplaras, D., Kourkoulakou, S., Chen, C. and Garnier, F.
Exploring the Virtuality Continuum Frontiers: Multisensory and Magical Experiences in Interactive Art.
DOI: 10.5220/0007573901750182
In Proceedings of the 14th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2019), pages 175-182
ISBN: 978-989-758-354-4
Copyright
c
2019 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
175
the computers, the borders between different forms
of art merge. The image becomes more modulable
and easy to manipulate and transform, sometimes
even more abstract, challenging anew the notions of
time and space, putting the viewer / spectator in the
center of action and minimizing the distance
between subject and object. As the technological
tools in our disposal continue to evolve, the borders
between the different forms of expression also
become more blurry (Manovich, 2001).
Interactive works are a form of expression that
attempt to connect the viewer with the work, involve
him and make him participate in the events, to make
him interact with his body and his mind. The human
body and the way it operates, which in some forms
of artistic expression are less important, become
now fundamental notions in the evolution of the
narrative. Interactive works often reveal the body
and the senses during the process of the experience.
Moreover, interactive art conceives the work as
“open” to the various manipulations of the visitor,
and thus in a certain way it is proposed as
“unfinished” by its creator. To the action of the
spectator, the work becomes phenomenologically
different and same goes for the experience. This is
obviously not without asking questions about the
limits of the work or the role of interaction, or even
the role of the artist himself (Balpe, 2000).
The interaction with our environment, whether
real or virtual, becomes possible through the body,
through the use and coordination of expressions,
movements, or speech. The response of the
environment is received at the emotional and mental
levels via our five main senses.
From the human perception point of view, our
five primary senses constitute our sensory modalities
and modes of communication. When it comes to
virtual and interactive works, we use the word
modality to describe the input or output modes of
interaction. This means that an interaction modality
can be defined as a particular and concrete form of a
communication mode (Appert, 2016). From these
notions, we can deduce that an interactive work is
multimodal when it has several modalities as input
or output. The notion of modalities is of great
importance in the fields of interaction and interface
design.
Most interface technologies tend to separate the
functions of our physical body, bringing us near to a
state of disintegration by putting us out of touch with
ourselves and the environment around us (McLuhan,
1964). Moreover, the reception of the majority of the
information that comes from the digital world is
made through devices that we carry on with us, that
tend to remove us from our surroundings and
demand our attention. Nevertheless, many
researchers and artists are concerned by this fact and
try to create more “calmtechnologies, where the
interactions take place in our periphery, drawing our
attention rather than demanding it.
We are now witnessing new opportunities in
interactive art especially with the introduction of
new materials and interface technologies such as
Tangible User Interfaces (Ishii, 2008), Organic User
Interfaces (Vertegaal and Poupyrev, 2008), and
Reality-Based Interfaces (Jacob et al., 2008) as well
as with the new vision called Smart Material
Interfaces (Minuto and Nijholt, 2013) - TUI, OUI,
RBI and SMI respectively.
All of these interaction styles try to take
advantage on users' pre-existing knowledge of
everyday life, except of SMIs which are trying to
surpass classical patterns of interaction and abandon
the “digital feeling" for a more analog and
continuous type of interaction through methods that
focus on the properties of materials (Minuto and
Nijholt, 2013). This can add to interactive art and
design a new layer of magic that transcends what we
are already used to.
Here we are not going to discuss about magic as
the possess of supernatural forces, but rather as the
surprising phenomena that are hidden/existing in
nature
2
, and with the help of science and technology
we can reveal them. We are going to focus on this
magical and exciting quality of the combination of
techno science with art which can make something
seem different from ordinary things. We propose
that with the use of physical materials in interactive
artworks we can achieve more fluid experiences that
engage us in a multi sensorial way. In the next
section, we will be discussing the way we actively
sense and perceive the interactive works, taking as a
starting point haptics and the sense of touch.
3 FROM HAPTICS TO ACTIVE
SENSING
The word haptics comes from the greek word
haptein/háptô, meaning touch
3
. In the field of art and
aesthetics, this word has been used by the autrichien
art historian AloïsRiegl who, in his work “Late
2
https://www.larousse.fr/dictionnaires/francais/magie/48
531
3
Le Grand Robert. 2008, Dictionnaires Le
Robert/Sejer.500/117/200808/1LGR264CF-CD
HUCAPP 2019 - 3rd International Conference on Human Computer Interaction Theory and Applications
176
Roman Art Industry” made the distinction between
the optical and the tactile modes of representation
and suggested an evolution from one pole to the
other (Zerner, 1976). To these days, the word haptics
is often used as the term to describe the kinesthetic
and cutaneous sensory feedback.
Historically, the sense of touch has often been
considered essential to our perception of the
environment and the objects around us. According to
Aristotle, who affirmed that things are tangible prior
to being visible or audible, the touching, since it
affects the whole body, can be considered as the
sense of embodiment “par excellence” (Massie,
2013), to the extent that it places the man closer to
the world and the things closer to him (Aristote,
1993).
According to Merleau-Ponty, but also many
other theorists, like Varela, it is recognized that
action and perception should be considered together
when analyzing behavior and cognition (Merleau-
Ponty, 1945; Varela et al, 1993).
Gibson, in his work, made the distinction
between being touched and the act of touching,
which he named active touching. These two notions
made a rather obvious, but very important
observation, that objects can be identified and
distinguished more precisely if a person is allowed
to move their hands and fingers.
This concept of exploration is relative to the
theories of Merleau-Ponty. Our capacity of
understanding and knowing our environment as
human beings lies more to a combination of active
processes. This should remind us that the interest of
an active touching exploration resides, not only in
the perceptual experience in itself, but also in the
understanding of the way we form the knowledge of
our surroundings and our world (Prescott et al,
2011).
Regarding the tactile perception, Loomis and
Lederman (1986) attempted an analysis of
interpreting information through this modality.
According to them, a person can use multiple modes
of exploration for each characteristic, when trying to
identify an object through touch. They state that
there are two fundamental and distinct senses that
together provide us with a sense of touch: the
cutaneous sense that provides an awareness of the
stimulation and the kinesthesis that provides an
awareness of the relative positioning of the body.
The form that combines these two senses is
described as the haptic perception, and it is the mode
of exploration and understanding of our environment
which interests this research.
In an attempt to generalize these ideas around
active touch to our other senses, many philosophers
consider that all the senses function in a similar way
to the touch and that they are based on the same
principles (Levine and Touboul, 2015). For french
philosopher and scientist Réné Descartes, for
example, to see is first and foremost to touch. As the
blind "sees" with his hands, a metaphor to state that
the object in this case is to the hand what the ray of
light is to the eye (Descartes, 1966).
Sensing and perceiving is in constant and co-
dependent relation with our body and our spirit. Our
meeting with the world happens through our bodies,
as this is our way of expressing ourselves and our
intentions in a visible form, a place where our spirit
takes a form, a way to understand our surroundings.
This incarnated consciousness is directly linked to
our body and the world, because our existence as
“bodies” cannot be separated from the existence of
our world (Merleau-Ponty, 1945). In that way, a
purely personal reality is created through our way of
perceiving and the world becomes unique for each
human being, outside of any objectivity.
4 MATERIALS AS INTERFACES
As discussed above, unfortunately, technologies
today only engage a small portion of our senses,
deeply neglecting the full range of material qualities
we experience in the physical world. (M.Coehlo,
2012). Materials have always played a major role in
our lives and the way we communicate. Walls
served historically as a visual representation surface,
clay was a means of communication, the stick
counting device used to record and document
numbers and so on.
We are witnessing, through digital technology, a
reduction of the hand to a finger. This has also
changed the way we touch and communicate with
the digital word. Our interaction with it happens in a
more discrete manner, we make contact in a more
on and off” way.
Mark Weiser ́s insight, that computers might be
seamlessly integrated into the world, marked an
important overture in what might be called a
“material turn” (Robles and Wiberg, 2010). The
material turn in interaction design is formulated in
tangibility. Tangible interactions connect the digital
with the physical by reconsidering computation
through materiality (Robles and Wiberg, 2010).
Thanks to physical computing some artists focused
on more tangible interfaces and therefore on the use
of materials, either as a display, or as an interface.
Interactivity through materials in digital arts is a
Exploring the Virtuality Continuum Frontiers: Multisensory and Magical Experiences in Interactive Art
177
characteristic that privileges the sense of touch. The
hand stops being just an extension of our body that
works in an “on and off” way; through the use of
materials in digital artworks we can now sense our
physical world in a different way, sometimes
creating a magical experience.
5 MAGICAL REALITY AND THE
EXAMPLE OF VITRAILS
5.1 Magical Reality
Professor Hiroshi Ishii and his Tangible Media
Group have a vision for the future of human-
material interaction, in which all digital information
has a physical manifestation so that we can interact
directly with it. We no longer think of designing the
interface, but rather we conceive the interface itself
as material.
The use of materials in our digital age offers the
public a new and more natural form of interaction
that brings the digital world closer to nature; a union
that can give rise to a magical reality. Subbotsky
(Subbotsky, 2010) describes the term magical reality
as a contrast to physical reality in which magical
events are forbidden. For Subbotsky magical events
may happen, at least in children's play, in fantasy,
dreams, and art. He is not interested on how magic is
achieved but what effects are experienced as magic.
For Rasmussen (Rasmussen et al, 2013)
technological artifacts can construct such magical
realities.
Hanna Landin (Landin,. 2005) investigates our
relationship to technology that could be described as
magical. She states that by the use of computer-
generated images we can create illusions, but also
through technology we can create ‘magical’ things;
things that we can in theory understand, but
somehow transcend common sense. Judith Guez
(Guez, 2015) inspired by the effects of magical
tricks, creates magical experiences through the
mixture of Illusions between the Real and the
Virtual (IRV). She uses real objects as interfaces for
the interaction with the virtual world. Her research
focuses on creating illusions between the real and
the virtual and on exploring new artistic forms that
challenge the concept of presence.
Andrea Minuto (Minuto and Pittarello, 2015) in
a workshop about the relation of smart materials, art
and technology in which students interpreted the
relation between materiality and digitality in
different modalities, noticed that when the digital
part was hidden under the hood, the visitor
experienced a “magic” interaction between different
materialities. Jongh Hepworth (Hepworth, 2007)
points out that users are used to anything happening
on their computer monitor, thus it is more interesting
to investigate magical experiences in the gray area
between virtuality and physicality. Hepworth is
describing four ingredients of magical interaction:
Surprise (something unexpected), Unordinary
(something different from a previous experience),
Unnatural (to do something you cannot do, for
example using physical objects to select virtual
content), Exciting (something you anticipate).
5.2 Magical Materiality
As all the above researches are referring mostly to
the field of design and not to the domain of arts, we
are now going to examine some artworks that use
these ingredients by combining digital technology
with materiality.
In Eye Catcher, an interactive project from Lin
Zhang and Ran Xie, a seemingly inconspicuous
frame on a wall, surprisely comes to life. Combining
receptive software and analog mechanics, it reads
your facial expression and expresses itself
accordingly, in the form of two morphing black
liquid blobs. (ferrofluid -- nanoparticles of
ferromagnetic material suspended in a carrier
liquid).
In lotus 7.0 an interactive project by Dutch
design firm studio Roosegaarde, an illuminated
reflective wall is coming to life without any
mechanical support. The self-commissioned project
is made from smart foil, lights and custom
electronics. This unordinary interaction is achieved
thanks to the smart foil which opens and closes in
response to human behavior.
In the example of interactive work of Random
International's Rain Room visitors have the
opportunity to experience what is seemingly
impossible and unnatural: the ability to control rain.
Aerial Tunes is a collaborative, tangible
interface, based on balls hovering in mid-air, which
can be manipulated individually, or collaboratively
to explore and experiment with an ambient
soundscape. Aerial Tunes exemplify how systems
can be designed to support aesthetic experiences and
promote enjoyment and excitement through a
seemingly magical and unstable display.
(Rasmussen et al., 2013).
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5.3 Magical Virtuality
In Milgrams virtuality continuum (Milgram and
Kishino, 1994) as we move towards a more virtual
environment we are being more and more isolated
from the real world that is surrounding us. Our
relation with the natural environment is vanishing.
For instance, nowadays we can visit, without cost
and without spending time, many cities through
virtual reality.
In 1988 the anthropologist Alfred Gell studied
the relation of magic with technology and proposed
magic as an ideal technology; a technology that
offers to the user the best result with lesser effort.
Such technologies are being created very often the
last century but they easily lose their magic (Svanaes
and Verplank, 2000). We are used in interacting
with a device through peripherals such mouse,
keyboard, screen, HMD e.t.c but when we can
interact with a VR world through physical materials
it is quite surprising. A great example of this is
Judith Guez’s installation “Lab’surd” (le
LABoratoire de la SURvirtualité). In this work the
spectator is carried away, through the use of a virtual
reality headset, in a contemplative and evolutionary
experience of "virtual magic". Between presence and
wonder, the spectator is progressively transported
from a virtual version of his actual surroundings
towards a successive series of illusions that
transform the space. Through his journey, he is
accompanied by a small luminous sphere, one
element that he brings with him from the physical
world inside the virtual.
In her installation “Tangible Worlds”, the artist
Stela Speziali also questions the way we interact in
VR experiences. She seeks to combine the
immateriality of the digital with the sense of touch
through a tangible setup in the physical space
surrounding the user. In this example, the sense of
touch functions as a catalyst, along with visual and
auditory stimuli, for full immersion in a parallel
universe. Thus, “Tangible Worlds” questions the
perceptual correlation of what we perceive from the
outside and the inside of VR and their mutual
relationship.
In our research we envisage VR as a medium
through which we can re-invent our physical
surroundings. Magicians’ base technique to create
surprises is to establish a pattern between cause and
effect and then break it. VR immersion pattern of
wearing a headset and immediately entering to a
new world is one of the routines that we try to break
in our study (Kumari et al., 2018).
As we saw earlier, materials are used in several
cases to enrich reality with magical experiences. The
same can be done with the use of materials in a
virtual experience in order to make it more magical.
By adding materiality as a new layer between the
virtual and the real, as a “magical mirror” that is
needed to be passed in order to achieve the
immersion, we try to give to this medium another
dimension and make the experience more magical
because of a surprising, unordinary, unnatural and
exciting way of interaction – to cite Hepworth’s
ingredients - with both the physical and the virtual
world.
5.4 Case Study: VitRails
Inspired from these fields of research, the
installation VitRails, created by Nefeli
Georgakopoulou, Sofia Kourkoulakou and
Dionysios Zamplaras of the collective Continuum,
seeks to create a multisensory experience by
integrating touch into a work of mixed reality.
Interacting in a virtual environment can sometimes
by itself constitute a magical experience. When the
interactions occur through different and various
modalities, this effect can be enhanced. In VitRails,
the effort of the user to reveal and sense the virtual
environment passes by the sense of touch and the
physical materials in front of him.
Τhe installation uses a thermochromic interface.
The user, wearing a virtual reality helmet, is
immersed in a dark world, without horizon or light.
The only way to exit exists in another dimension,
this of the physical world. In the physical
environment of the user there is a painted wall with
a color that detects thermal activity. By touching and
coming in contact with it, the user can leave his
traces on this “magical interface”. These traces on
the surface become then a temporary window, which
gives him access to the virtual world.
In this work, the participant is invited to use his
body, his hands, in order to see the virtual world.
Once he achieves to access the virtual world, he has
only a few seconds to explore the events revealed on
the other side. The cracks will start to disappear
quickly, while the color of the wall returns to its
original state. In VitRails, the user is invited to be in
constant contact with the physical world around him
in order to sense and perceive the virtual. Thus, the
spectator lingers on the frontier between the real and
the virtual.
On the other side of the wall, the user – through
his temporary traces on the magical interface -
witnesses glimpses of the virtual environment. This
Exploring the Virtuality Continuum Frontiers: Multisensory and Magical Experiences in Interactive Art
179
other universe consists of a room inside an
abandoned school, surrounded by the sea, which is
visible through the rear door of the room, as well as
the windows on the left wall. Outside of one of the
windows of the room the user can also see a small
boat.
Figure 1: The VR environment in VitRails.
Figure 2: Interacting with VitRails in Laval Virtual 2018.
Inside the room there are two abstract figures,
which narrate fragments of different stories. The
voices of these figures are getting louder as the user
leans on the wall. Through this setup it seems like
the visitor is placed outside of the virtual world and
in order to understand of what he is seeing he must
eavesdrop the whispers of the figures.
The room and the boat are reconstructed as a
point cloud through the use of photogrammetry. In
other words, actual photographs are used in order to
render the virtual space. In a similar way the sea and
the two beings are also rendered as animated
particles. The technique of photogrammetry is used
first of all as an aesthetic choice from the artists.
Moreover, in our case, the points of the cloud may
also be considered as the equivalent of a digital
materialand a link between the physical and the
virtual visual stimuli.
VitRails also implements bone conduction as a
means of accessing audio content. Hearing through
bone conduction occurs when the vibrations are
conducted through the skull of a listener in the inner
ear, bypassing the eardrum. This kind of devices,
called transducers, have been used in art (as well as
increasingly in consumer products) for several
decades. Despite their widespread use, because of
the “unnatural” way of producing sound through
conduction, that gives the impression that the waves
come out of the interior of objects, the transducers
continue to attract interest.
Τhe contact with the surface in VitRails also
allows one to access the vibrations coming out of
these parallel worlds. By manipulating a bone
conductor, the user is invited either to push it against
the thermal surface to make it vibrate and emit
sound, or to press it on his skull in order to acquire a
more personal and intimate experience.
Figure 3: Using the bone transducer in VitRails.
The multimodal approach suggested in VitRails
reveals the complex relationships proposed by
multisensory experiences. Sometimes, such practices
also allow us to consider a certain degree of effects
such as "sensory substitution" or “sensory
augmentation”. Sensory substitution is here
explained by the solicitation of one sense to treat the
information normally received by one of the other
senses. In our case, this occurs by the use of bone
conduction, which make one perceive sound through
vibrations on his skin and bones. This “haptic”
dimension of sound contributes to the magic of the
experience.
The sensory augmentation can be described as
the intention to extend the body's ability to sense
aspects of the environment. In VitRails the “sensory
augmentation” occurs from the fact that the user is
deprived of his vision in the beginning of the
experience. This forces him to awake his other
senses, in an effort to sense and reveal the “hidden”
aspects of the real virtual continuum presented. This
effect adds a layer to this passage from one
dimension to the other, making it more magical
through these non-ordinary and surprising modalities
of interaction with the virtual.
6 EVALUATION
The installation has been presented to the public two
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180
times so far. The first in France in the Laval Virtual
2018 festival, in the exposition Recto VRso In,
which was entitled MatièreRéelle / MatièreVirtuelle
(3-8/04/2018). The second in Greece, during the
Athens Digital Arts Festival, in its 2018 edition
entitled Singulairty Now (24-27/05/2018).
The unordinaryand innovative way of interacting
with this VR installation led to a very high rate of
participation in both exhibitions. This was also
enhanced by the setup during the two exhibitions.
The thermochromic interface was presented as a
mere black and otherwise empty painting with a
black frame hanging inside the gallery, on a black
wall. This rather minimal setup seemed to arouse
curiosity.
The SMI, as used in VitRails, served as provider
of full metaphor (Fishkin, 2004). In the mind of the
users, the virtual wall was the same with the
physical one. According to the users, we managed a
good interaction, as leaning on the wall to see
through the cracks and hearing what is happening on
the other side connected correctly the actions
between the two worlds. The fact that the interface
was a physical material really surprised the
audience. Moreover, it even excited the part of the
public that is less interested in VR experiences,
because of its physical changes that were visible to
the non-participants. The transducer setup also
seemed toarouse curiosity to the public because of
the unnatural way of handling this small device and
their contact with the surface in order to feel the
sound vibrations.
Nevertheless, the thermochromic interface was
rather fragile, as on one hand it was influenced by
the environmental factors and on the other was
deteriorating day by day due to the use. The contact
with the bare hands of some dozens of visitors per
hour is sure to leave permanent traces or even
scratches on the surface. The temperature outside as
well as inside the gallery, or even the lighting
conditions, had an impact on the overall color of the
surface, as well as its capacity to effectively respond
to contact.
7 CONCLUSIONS AND
FUTUREWORK
While most VR installations play with vision as the
main input, VitRails invites the user to multisensory
interaction to enrich mixed reality experiences.
Through it, the user is part of a continuum between
the real world and the virtual world.
In this research, we tried to explore certain
aspects of multisensory and magical experiences in
interactive art. We think that interactive art should
challenge multiple perceptive and sensory channels
and that interaction with them should not engage our
full attention but rather immerse us in a more natural
way.
Existing research often treats the sense of touch
as a merely receptive sensation. But we have evoked
that active touch and active sensing is the way we
acquire our daily experience, the way we explore our
surroundings, whether they are physical or virtual.
The understandings of these mechanisms would be
very beneficial to haptics and human-machine
interaction in general, especially for artists, since
they should propose new ways of experiencing the
virtual.
As interaction interface design evolves towards
more tangible solutions and controllable materials,
the concept of magicality as the unordinary and
unexpected behavior of physical objects becomes
more and more fundamental. Through the use of a
technique called electrowetting Umapathi et al are
creating a graphical display that uses water droplets
to communicate information. As he puts it "The
larger idea is to provoke surprise and delight, the
way only the natural world can."
4
In the same way,
in the work by Sahoo et al., (2018) it is pointed out
that the lack of tangibility in digital interfaces leaves
the rich sensory capabilities of our hands and bodies
particularly under-utilised. On the contrary, adding
tangibility through materials and dynamic haptic
feedback aims to connect the physical world more
directly to our digital content, in the same way that
is imagined and highlighted by Ishii’s “tangible
bits”.
Through our research we also suggest that the
use of physical materials and the creation of tangible
interfaces creates a unique bonding of the virtual
environment with our physical dimension, thus
resulting in more magical multisensory experiences.
If the magical materiality is the human-material
interaction augmented by technology, then the
magical virtuality is the human-machine interaction
augmented by materiality.
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4
https://www.fastcompany.com/90169644/calm-interfaces
-are-here-and-theyre-wonderful (visited 05/01/2019)
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