Dr. Bert Bongers leads the Interactivation Studio in the Faculty of Design, Architecture and Building to support the design and research of interactivating objects and spaces.
Bert has a mixed background in technology, human sciences and the arts, developed through education as well as practice. In his PhD thesis he combined insights and experiences gained from musical instrument design, interactive architecture, video performances and interface development for multimedia systems to establish frameworks and an ecological approach for interaction between people and technology.
He has set up media labs in Amsterdam, Barcelona and Maastricht and lectured on interaction at various universities and schools. He has taught Masters programs such as Industrial Design, Cognitive Systems, Interactive Media and User-System Interaction at Eindhoven, Barcelona and Delft.
His audiovisual installations and performances have been presented at the Powerhouse Museum, DAB Lab gallery and Smart Light Sydney, Metronom Gallery and the Mercat de les Flores In Barcelona, and STEIM and other venues in Amsterdam.
Can supervise: YES
Bongers, B. 2006, Interactivation - Towards an e-cology of people, our technological environment, and the arts., Lulu Publishers, Amsterdam.
PhD Thesis, Free University of Amsterdam, NL
Bongers, B. 2004, Interaction with our electronic environment: an e-cological approach to physical interface design, Hogeschool van Utrecht, Faculty of Journalism and Communication, Ultrecht, the Netherlands.
Hassett, L, Van Den Berg, M, Lindley, RI, Crotty, M, McCluskey, A, Van Der Ploeg, HP, Smith, ST, Schurr, K, Killington, M, Bongers, B, Howard, K, Heritier, S, Togher, L, Hackett, M, Treacy, D, Dorsch, S, Wong, S, Scrivener, K, Chagpar, S, Weber, H, Pearson, R & Sherrington, C 2016, 'Effect of affordable technology on physical activity levels and mobility outcomes in rehabilitation: A protocol for the Activity and MObility UsiNg Technology (AMOUNT) rehabilitation trial', BMJ Open, vol. 6, no. 6, pp. 1-10.View/Download from: UTS OPUS or Publisher's site
© Published by the BMJ Publishing Group Limited. Introduction People with mobility limitations can benefit from rehabilitation programmes that provide a high dose of exercise. However, since providing a high dose of exercise is logistically challenging and resource-intensive, people in rehabilitation spend most of the day inactive. This trial aims to evaluate the effect of the addition of affordable technology to usual care on physical activity and mobility in people with mobility limitations admitted to inpatient aged and neurological rehabilitation units compared to usual care alone. Methods and analysis A pragmatic, assessor blinded, parallel-group randomised trial recruiting 300 consenting rehabilitation patients with reduced mobility will be conducted. Participants will be individually randomised to intervention or control groups. The intervention group will receive technology-based exercise to target mobility and physical activity problems for 6 months. The technology will include the use of video and computer games/exercises and tablet applications as well as activity monitors. The control group will not receive any additional intervention and both groups will receive usual inpatient and outpatient rehabilitation care over the 6-month study period. The coprimary outcomes will be objectively assessed physical activity (proportion of the day spent upright) and mobility (Short Physical Performance Battery) at 6 months after randomisation. Secondary outcomes will include: self-reported and objectively assessed physical activity, mobility, cognition, activity performance and participation, utility-based quality of life, balance confidence, technology self-efficacy, falls and service utilisation. Linear models will assess the effect of group allocation for each continuously scored outcome measure with baseline scores entered as a covariate. Fall rates between groups will be compared using negative binomial regression. Primary analyses will be preplanned, conduct...
Heijboer, M, van den Hoven, E, Bongers, B & Bakker, S 2016, 'Facilitating peripheral interaction: design and evaluation of peripheral interaction for a gesture-based lighting control with multimodal feedback', PERSONAL AND UBIQUITOUS COMPUTING, vol. 20, no. 1, pp. 1-22.View/Download from: UTS OPUS or Publisher's site
van den Berg, M, Sherrington, C, Killington, M, Smith, S, Bongers, B, Hassett, L & Crotty, M 2016, 'Video and computer-based interactive exercises are safe and improve task-specific balance in geriatric and neurological rehabilitation: A randomised trial', Journal of Physiotherapy, vol. 62, no. 1, pp. 20-28.View/Download from: UTS OPUS or Publisher's site
Question: Does adding video/computer-based interactive exercises to inpatient geriatric and neurological rehabilitation improve mobility outcomes? Is it feasible and safe? Design: Randomised trial. Participants: Fifty-eight rehabilitation inpatients. Intervention: Physiotherapist-prescribed, tailored, video/computer-based interactive exercises for 1 hour on weekdays, mainly involving stepping and weight-shifting exercises. Outcome measures: The primary outcome was the Short Physical Performance Battery (0 to 3) at 2 weeks. Secondary outcomes were: Maximal Balance Range (mm); Step Test (step count); Rivermead Mobility Index (0 to 15); activity levels; Activity Measure for Post Acute Care Basic Mobility (18 to 72) and Daily Activity (15 to 60); Falls Efficacy Scale (10 to 40), ED5D utility score (0 to 1); Reintegration to Normal Living Index (0 to 100); System Usability Scale (0 to 100) and Physical Activity Enjoyment Scale (0 to 126). Safety was determined from adverse events during intervention. Results: At 2 weeks the between-group difference in the primary outcome (0.1, 95% CI -0.2 to 0.3) was not statistically significant. The intervention group performed significantly better than usual care for Maximal Balance Range (38. mm difference after baseline adjustment, 95% CI 6 to 69). Other secondary outcomes were not statistically significant. Fifty-eight (55%) of the eligible patients agreed to participate, 25/29 (86%) completed the intervention and 10 (39%) attended > 70% of sessions, with a mean of 5.6 sessions (SD 3.3) attended and overall average duration of 4.5. hours (SD 3.1). Average scores were 62 (SD 21) for the System Usability Scale and 62 (SD 8) for the Physical Activity Enjoyment Scale. There were no adverse events. Conclusion: The addition of video/computer-based interactive exercises to usual rehabilitation is a safe and feasible way to increase exercise dose, but is not suitable for all. Adding the exercises to usual rehabilitation resulted in task...
Bongers, B, Eggen, B & Oosterhuis, K 2014, 'Interactive Infrastructures—Distributed Interfaces for the Built Environment', Next Generation Building, vol. 1, no. 1, pp. 101-112.View/Download from: UTS OPUS or Publisher's site
An interactive infrastructure allows users to have access to the parameters of a building in real time, potentially leading to an increased productivity, lowering of energy and material consumption, and generally greater user satisfaction and experience. The aims of this research are to investigate and design new ways for interacting with the infrastructure of buildings, and to research and develop the basis for an interactive infrastructure communication language which enables the distributed elements of the infrastructure to communicate with each other and with the users. The effectiveness of infrastructure in buildings can be significantly improved with this approach.
Bongers, B 2013, 'Anthropomorphic Resonances: On The Relationship Between Computer Interfaces And The Human Form And Motion', Interacting With Computers, vol. 25, no. 2, pp. 117-132.View/Download from: UTS OPUS or Publisher's site
This article places the notion of organic user interfaces in a historical context of developments in architecture, art and design, and illustrates the organic design of several recent projects. These examples are drawn from the authors own practice, in musical instrument design, video interfaces and installations, liquid architecture, interactive textiles and 3D printed individually shaped user interfaces. The reciprocal relationship between the human form and function and interface design is discussed, in the historical context of aesthetic and practical responses to technological developments, through the concept of anthropomorphic resonances. The approach proposed and illustrated through the examples aims to shape the (passive as well as the dynamic) shape of the organic user interface to establish these resonances. The use of active feedback and haptic presentation is presented as a way of creating a dynamic organic shape.
ABSTRACT: The aim of the work presented in this paper is to investigate and demonstrate the potential for sensitive, physical and spatial interaction, bringing together the electronic and physical environments in an ecological approach. Through the research and design processes in the authorâs studio such electronic ecologies as spatial audiovisual environments are developed, in which the audience co-creates the final result through their body movements. An open design approach is applied, the audience participates in the development process at any stage. The paper presents a media framework to place interactivity and time-based material in a context. Several recent pieces are described, interactive video environments such as Trainflow and Facets, including a presentation of technical factors. The paper has a section on mapping and other design considerations, and audience feedback and experiences. The final section of this paper concludes with a discussion and reflection on the process and outcomes, and it presents future directions.
The projects presented in this paper address two issues. The first issue is about the act of interactivism of liberating the projector, and the subsequent design considerations of taking a certain technology out of its intended context, and the issue of breaking out of the 'frame'. The second issue is about how video material through personal projection becomes a human output modality, potentially enabling a new and exciting form of audiovisual expression. This restores the balance of the enormous amount of images (still and moving) we take from out environment, but rarely give back. To address this asymmetry, the Videowalker project has been developed, as an instrument and an idea. It aims to address the urban space and the natural environment with audiovisual mate- rial, responding and reflecting on the context. Through the project the trend of portable projectors is anticipated, with the explicit aim to investigate how this technology can be used as an expressive human output modality. This means that a strong emphasis in the development and design processes is put on the interface as well as the audience experience. The paper describes the background of the project and its approaches, and experiences and reflections on a range of instantiations/performances with the instru- ment in Spain, The Netherlands and Australia since 2003. The technology of the set-up is described in enough detail to enable others to replicate the system. Related projects are described and compared, and the notion of Videowalk is placed in an artistic historic context. From the experiments and events a number of issues have come up, and identified as the most important design parameters to research were the shape of the projection and the nature of the audiovisual content
Bongers, B & Van der Veer, GC 2007, 'Towards a Multimodal Interaction Space: categorisation and application', Personal and Ubiquitous Computing, vol. 11, no. 8, pp. 609-619.View/Download from: UTS OPUS or Publisher's site
Based on many experiences of developing interactive systems by the authors, a framework for the description and analysis of interaction has been developed. The dimensions of this multimodal interaction space have been identified as sensory modalities, modes and levels of interaction. To illustrate and validate this framework, development of multimodal interaction styles is carried out and interactions in the real world are studied, going from theory to practice and back again. The paper describes the framework and two recent projects, one in the field of interactive architecture and another in the field of multimodal HCI research. Both projects use multiple modalities for interaction, particularly movement based interaction styles.
The author reflects on his experiences as a designer of new electronic musical instruments, which have led to further insights and applications in other domains such as video performance, architectural design and knowledge applied in the general field of human-computer interaction.
Markopoulos, P., Bongers, B., Van Alphen, E., Dekker, J., van dijk, W., Messemaker, S., van Poppel, J., van Vlist, B., Volman, D. & van Wanrooij, G. 2006, 'The PhotoMirror Appliance: Affective Awareness in the Hallway', Personal and Ubiquitous Computing, vol. 10, no. 2-3, pp. 128-135.View/Download from: UTS OPUS or Publisher's site
This paper presents the design of PhotoMirror an intra-home communication appliance for supporting informal, lightweight communication and awareness between home inhabitants. The PhotoMirror captures and displays images of trivial daily events and rituals reflecting the commotion and activities of home inhabitants.
Harris, Y. & Bongers, B. 2002, 'Palpable Pixels: A method for the development of Virtual Textures', Organised Sound, vol. 7, no. 3, pp. 239-246.
In contemporary music and arts practices the previously distinct roles of author, composer and performer have become increasingly conflated, catalysed by the use of computer technology. Newly combined roles of composer and performer that are assumed by one or more people or computer systems are identified and described, as well as actions including preparation, organisation and presentation. In this paper the interface is described as an interactivated space to encompass both the intimate scale of a performer manipulating the materials through an on-body interface, and the larger in-space interface where the work is shared with the performers and audience. Two examples of projects the authors are involved in are described, which form the basis for further discussion. The two interfaces that manifest themselves in the processes, the instrument and the score are discussed in more detail with a focus on their changed appearance and role.
Bongers, AJ, Smith, S, Donker, V, Pickrell, M, Hall, R & Lie, S 2014, 'Interactive Infrastructures: Physical Rehabilitation Modules for Pervasive Healthcare Technology' in Holzinger, A, Ziefle, M & Röcker, C (eds), Pervasive Health – State of the Art and Beyond, Springer, London, pp. 229-254.View/Download from: UTS OPUS or Publisher's site
Traditional physical rehabilitation techniques are based mainly on mechanical structures and passive materials. This has certain limitations, which can be overcome by applying interactive technologies. As a team of designers, technologists and medical researchers and practitioners, we have developed an interactive sensor floor tile system and several other modules for rehabilitation exercises, as part of an interactive infrastructure to support rehabilitation. Since 2009, the team has advanced its understanding of rehabilitation practices and problems, and designed prototypes, interventions and demonstrators in order to gain feedback on our approach. We have identified as the three critical issues affecting rehabilitation motivation, customisation, andindependence. The system that we have developed is founded on the current mechanical practices, of improvisational nature, and creative use of existing materials and techniques, expanding from this way of working by applying new interactive digital technologies and 3D instant manufacturing techniques. We have developed a number of modules for the system, and a physical programming technique which aims to blend in with current practices. Two sets of sensor floor modules are in use in hospitals and we are reporting in this chapter the first positive effects the system has on the rehabilitation of stroke patients.
Bongers, B 2012, 'Expressive Musical Interface Design' in Brown Andrew, R (ed), Sound Musicianship: Understanding the Crafts of Music, Cambridge Scholars Publishing, Newcastle upon Tyne, pp. 189-201.View/Download from: UTS OPUS
This chapter focuses on the interface - the part of the instrument that facilitates interaction between a player and sound generating systems. It describes some background to musical instrument design, outlines the PIDS design framework, and then details a case study of the design and development of new electronic controllers for the jam2jam music system. In traditional musical instruments, the sound source and interface are integrated, but these two parts are often separate in electronic instruments. With the introduction of the MIDI (Musical Instrument Digital Interface) protocol in the mid-1980s, this separation of interface and sound source was further facilitated. At present, the OSC (Open Sound Control) protocol is widespread and allows a higher bandwidth and greater precision of control parameters. However, due to this separation, the natural connection a player used to have with the sound source is lost. The interface has to be designed to allow all forms of interaction necessary for successfully supporting musical expressivity. This is try in general for electronic systems, as studied in the field of Human-Computer Interaction (HCI). Electronic musical instruments are devices that require extreme sensitivity and connection between player and process. This chapter shows some examples of the reciprocal relationship between HCI and musical instrument design, and how this relationship can mediate musicianship skills.
Bongers, B 2012, 'Multimodal Interaction in Protospace 1.0' in Oosterhuis, KEA (ed), Hyperbody - First Decade of Interactive Architecture, Jap Sam Books, Heijningen, NL, pp. 533-548.View/Download from: UTS OPUS
The article is abut the first stages of the protospace development in the old building of the Delft University of Technology, Faculty of Architecture, and focus on the new interaction styles and interfaces infrastructures we designed. I have been involved in the development of protospace from its start in 2003, as a freelance researcher and developer. Since September 2003, the protospace 1.1 phase was about installing several sensors in the space, such as photocells, switch mats and motion detectors. This has largely been carried out by Dieter Vandoren and other researchers of Hyperbody. In 2004 we started the protospace 1.2 phase and developed a camera-based movement tracking system, with audio feedback and speech recognition. In this phase the concept of a separate 'interaction computer' was introduced, which handles all interaction with the players, and communicates with the Virtools computers. The following phase, protospace 1.3, implemented a number of new technologies, to be applied in the case study. protospace 1.4 is a case study, in which the technologies developed in the previous phases are to be applied, and which is described elsewhere.
Bongers, B. & Smith, S. 2011, 'Interactivating Rehabilitation through Active Multimodal Feedback and Guidance' in Rocker, C. & Ziefle, M. (eds), Smart Healthcare Applications and Services: Developments and Practices, IGI Global, Hershey, PA, USA, pp. 236-260.View/Download from: UTS OPUS or Publisher's site
This chapter outlines a Human-Computer Interaction inspired approach to rehabilitation of neurological damage (e.g. spinal cord injury) that employs novel, computer guided multimodal feedback in the form of video games or generation of musical content. The authors report an initial exploratory phase of a project aimed at gaining insight into the development of spinal cord injury (SCI) rehabilitation tools. This exploration included observation of a number of patient interactions in their current rehabilitation routines; the development of initial prototype proposals; and finally through to the development of rapid prototypes which can be used in rehabilitation settings. This initial phase has yielded an understanding of the issues surrounding the development of novel technologies for rehabilitation that will direct further research in the area of rehabilitation engineering. Through the integration of novel methods, in particular the use of interactive physical devices, to the rehabilitation of SCI patients, larger scale research into efficacy of the devices we are developing can be undertaken. These developments may eventually beneficially impact upon the instruments used, the training methods applied and the rehabilitation routines undertaken for individuals living with neurological damage.
Bongers, B. & Van der Veer, G.C. 2009, 'HCI and Design Research Education' in Kotze, P., Wong, W., Jorge, J., Dix, A. & Silva, P.A. (eds), Creativity and HCI: from Experience to Design Education, Springer, UK, pp. 97-112.View/Download from: UTS OPUS or Publisher's site
This paper describes the latest insights in HCI education inspired and informed by the creative disciplines, how education is implemented, and how it could be fed back into the artistic fields. It contains examples, contrasts different methods, and discusses and concludes the findings for HCI education in general. A course on HCI is described which is supported by a creative approach, related to art, architecture and music. Experiences are described in of HCI tools and insights such as structured design methods, interaction frameworks and interface design heuristics relevant to the arts fields.
Pickrell, M, van den Hoven, E & Bongers, A 2017, 'Exploring in-hospital rehabilitation exercises for stroke patients- informing interaction design', Proceeding OZCHI '17 Proceedings of the 29th Australian Conference on Computer-Human Interaction, OzCHI, ACM, Brisbane, Australia, pp. 228-237.View/Download from: UTS OPUS or Publisher's site
Rehabilitation exercises following stroke are by necessity repetitive and consequently can be tedious for patients. Hospitals are set up with equipment such as clothes pegs, wooden blocks and mechanical hand counters, which patients use to re-learn how to manipulate objects. The aim of this study is to understand the context of stroke patients rehabilitation as well as which types of feedback are most appropriate for patients when performing their rehabilitation exercises. Over 60 hours were spent observing stroke patients undergoing rehabilitation. Fourteen stroke patients who had attended a balance class were interviewed about their experiences and the feedback they received. From this fieldwork, a set of design guidelines has been developed to guide researchers and designers developing computer-based equipment for stroke patient rehabilitation.
Pickrell, M, Bongers, B & Van Den Hoven, E 2016, 'Understanding changes in the motivation of stroke patients undergoing rehabilitation in hospital', Persuasive Technology: Lecture Notes in Computer Science, International Conference on Persuasive Technology, Springer, Salzburg, Austria, pp. 251-262.View/Download from: UTS OPUS or Publisher's site
© Springer International Publishing Switzerland 2016. Stroke patient motivation can fluctuate during rehabilitation due to a range of factors. This study reports on qualitative research, consisting of observations of stroke patients undergoing rehabilitation and interviews with patients about the changes in motivation they identified during their time completing rehabilitation in the hospital. We found a range of positive and negative factors which affect motivation. Positive factors include improvements in patient movement and support from other patients and family members. Negative factors include pain and psychological issues such as changes in mood. From this fieldwork, a set of design guidelines has been developed to act as a platform for researchers and designers developing equipment for the rehabilitation of stroke patients.
Bongers, A & Heffer, C 2015, 'Pattern Stations - Extending textile materials through tangible interaction', TEI 2015 - Proceedings of the 9th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2015: 9th International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery, Inc, Stanford University, pp. 405-406.View/Download from: UTS OPUS or Publisher's site
Pattern Stations is a collaborative project between textile designer and artist Cecilia Heffer and interface designer and interaction researcher Bert Bongers. The interactive installations create patterns, extending the textile patterns through sensors, cameras and computation. The tangible patterns installation is developed specifically for the TEI conference, and aims to give the audience an experience of manipulation of physical objects and materials.
Bongers, AJ 2015, 'Interactive infrastructures - Towards a language for distributed interfaces', Proceedings of the 9th International Conference on Tangible, Embedded, and Embodied Interaction, 9th International Conference on Tangible, Embedded, and Embodied Interaction, ACM, USA, pp. 481-484.View/Download from: Publisher's site
An interactive infrastructure allows people to have access to the parameters of an interactive environment in real time, potentially leading to an increased productivity, decrease of energy and material consumption, and generally greater satisfaction and experience. However, there is a need for a universal communication language between the elements of such an infrastructure and the real world. A language that can connect the Internet of Things, media contents, and people. The workshop will bring together a number of participants from the field of Tangible and Embedded Interaction, who have ideas, insights and experience in developing communication languages. Rather than a symposium or mini-conference format, the format for the day is that of a working group consisting experts and contributors. This working group will establish the groundwork for the interactive infrastructures language.
Donker, V, Markopoulos, P & Bongers, A 2015, 'REHAP Balance Tiles: A modular system supporting balance rehabilitation', Proceedings of the 9th International Conference on Pervasive Computing Technologies for Healthcare, International Conference on Pervasive Computing Technologies for Healthcare, ICST, Istanbul, pp. 201-208.View/Download from: UTS OPUS or Publisher's site
This paper describes the design, development, implementation and user evaluation of an interactive modular tile system, aimed to support balance rehabilitation of patients recovering from a stroke. The REHAP Balance Tiles system is an innovative tool, which has been developed in close collaboration with therapists and patients in stroke units of health rehabilitation institutes in Sydney, Australia and Eindhoven, the Netherlands. The system was designed to allow therapists to tailor exercises for each patient by changing the physical configuration of tiles. We report a user evaluation in a rehabilitation clinic, which lasted five weeks. Results indicate that the tiles can fulfill their envisioned purpose. They are received well by therapists, meeting requirements for ease of use, motivational feedback, modularity and flexibility.
Pickrell, M, Bongers, A & van den Hoven, E 2015, 'Understanding persuasion and motivation in interactive stroke rehabilitation: A physiotherapists' perspective on patient motivation', Persuasive Technology - LNCS, International Conference on Persuasive Technology, Springer, Chicago, USA, pp. 15-26.View/Download from: UTS OPUS or Publisher's site
For the research reported in this paper ethnographic research methodologies were used to explore patient motivation, feedback and the use of interactive technologies in the ward. We have conducted in-depth interviews with physiotherapists, who work closely with stroke patients to help them regain movement and function. From this research, a set of design guidelines have been developed which can be applied in the design of interactive rehabilitation equipment.
Bongers, AJ, Smith, S, Donker, V & Pickrell, M 2014, 'Interactive Rehabilitation Tiles', http://www.tei-conf.org/14/wips_list.php, Tangible, Embedded and Embodied Interaction (TEI), ACM, Munich, Germany.View/Download from: UTS OPUS
Traditional physical rehabilitation techniques are based mainly on mechanical structures and passive materials. This has certain limitations, which can be overcome by applying interactive technologies. As a team of designers, technologists and medical researchers and practitioners, we have developed an interactive sensor floor tile system for rehabilitation exercises, as part of an interactive infrastructure to support rehabilitation for stroke patients. Since 2009, the team has advanced its understanding of rehabilitation practices and problems, and designed prototypes, interventions and demonstrators in order to gain feedback on our approach. We have identified as the three critical factors affecting rehabilitation motivation, customisation, and independence. The system that we have developed is founded on the current mechanical practices, of improv¬isational nature, and creative use of existing materials and techniques, expanding from this way of working by applying new interactive digital technologies and 3D instant manufacturing techniques. Two sets of sensor floor modules are in use in hospitals and we are reporting in this paper the first positive effects the system has on the patients' rehabilitation.
Feltham, FG, Loke, L, van den Hoven, E, Hannam, J & Bongers, B 2014, 'The Slow Floor: Increasing creative agency while walking on an interactive surface', Proceedings of the 8th International conference on Tangible, Embedded and Embodied Interaction, Tangible, Embedded, and Embodied Interaction, ACM, Munich, Germany, pp. 105-112.View/Download from: UTS OPUS or Publisher's site
Walking is a physical activity that most people do on a daily basis. It is often characterized as a utilitarian means of locomotion; our basic, habitual mode of getting around from place to place. Walking can also be considered a creative and expressive act, with the potential for inspiring the design of interactive surfaces to support and mediate these aesthetic aspects. We draw on understandings of walking from a range of perspectives including biomechanics, ecological perception, anthropology and dance to inform the design and evaluation of an interactive surface. This surface, the Slow Floor, is intended to encourage a reflective engagement with the act of walking. We present the design and initial user evaluation of the Slow Floor, a pressure sensitive sound-generating surface, with a group of Butoh dancers performing a slow walk. The evaluation reveals a unique creative agency when walking on the Slow Floor compared to the internal focus on awareness when slow walking without the interactive surface. This creative agency provides new knowledge on the role interactive surfaces can play in developing awareness of movement and internal felt experience contributing to the discussion around somatics and HCI.
Bongers, B 2013, 'Traces - 'reading' the environment', Proceedings of the 19th International Symposium on Electronic Art, ISEA International Symposium on the Electronic Arts, ISEA International, the Australian Network for Art & Technology and the University of Sydney, Sydney, Australia, pp. 1-4.View/Download from: UTS OPUS
This paper looks particularly at informal and implicit sources of information in our environment, how we can read this kind of information, and how the information has come about. The paper focuses on implicit information and `reading the environment, with examples from practice, and presenting an art project that investigates this notion through an interactive video installation. This installation, called `Traces', presented interactive videos and photographs of two types of human-made traces, revealing past behaviours and/or intentions. It took for instance the skidmarks of cars on roads as input for a process of video manipulation and a recorded sonification.
Gothe, J, Costello, O, Standley, P & Steffensen 2011, 'Reading Country', Rural HCI - Distributed Interaction on a Landscape Scale, OzCHI, Australian National University, Canberra, pp. 26-27.
Speculation on the use of digital interactive
media to create a shared networked practice to
support the monitoring and evaluating of test
sites for Indigenous cultural burning practices in
* Mediated representations through image and text, using
video, photography and sound with the support of illustrations,
maps, diagrams and typography to document country over
* Information and expression of cultural practices, located in
specific places, to be shared between participating
* Production of the content and management of any system
needs to reside with participating communities.
* This system holds visual representations of places and
practices to support knowledge sharing and enhance the
recognition of Indigenous Ecological Knowledge in
contemporary landscape management.
* Records and observations, gathered over time, shared
locally, nationally and globally.
* Paramount is understanding the relation between effects
and affects - the experiential and the observational - in order
to maintain connections between the country, people and
Mueller, F, Walmink, W, Toprak, C, Bongers, B, Graether, E & van, DHE 2012, 'Hanging off a Bar', Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2012 Extended Abstracts (CHI EA 2012), CHI 2012, ACM, Austin, TX, USA, pp. 1055-1058.
Exertion Games involve physical effort and as a result can facilitate physical health benefits. We present Hanging off a Bar, an action hero-inspired Exertion Game in which players hang off an exercise bar over a virtual river for as long as possible. Initial observations from three events with audiences ranging from the general public to expert game designers suggest that Hanging off a Bar can be engaging for players and facilitate intense exertion within seconds. Furthermore, we collected suggestions for what game elements players believe could entice them to increase their physical effort investment. These suggestions, combined with Hanging off a Bar as research vehicle due to the easy measurement of exertion through hanging time, enable future explorations into the relationship between digital game elements and physical exertion, guiding designers on how to support exertion in digital games.
Lie, S, Liu, D & Bongers, B 2012, 'A cooperative approach to the design of an Operator Control Unit for a semi-autonomous grit-blasting robot', Australasian Conference on Robotics and Automation (ACRA) 2012, Australasian Conference on Robotics and Automation, Australian Robotics and Automation Association (ARAA), Wellington, New Zealand, pp. 1-7.View/Download from: UTS OPUS
Due to the diverse range of applications that robots cover today, Human Robot Interaction interface design has become an equally diverse area. This diverse area is characterised by the different types of end users that make use of the robots. For robots to be useful to end users their needs have to be well understoodby the robotics development teams. One approach that facilitates understanding the end users needs is Cooperative Design. This paper presents the results of a study that took a Cooperative Design approach to the design and development of a robotic Operator Control Unit. The results presented here demonstrate that end users involved in the cooperative design approach thought it added important value to the design outcome, that they enjoyed the process and that it helped build interpersonal relationships within the development team.
Bongers, B & Mery Keitel, AS 2011, 'Interactive Kaleidoscope: Audience Participation Study', Proceedings of the 23rd Australian Computer-Human Interaction Conference (OzCHI 2011), Australian Computer Human Interaction Conference, ACM, ANU, Canberra, pp. 58-61.View/Download from: UTS OPUS or Publisher's site
This paper presents a physical user interface design approach based on interactive art pieces. A range of interactive video installations have been developed by the first author and presented at festivals and exhibitions, enabling audiences to co-create images of kaleidoscopic patterns and textures through movement and tangible interaction. The focus of this paper is the reporting of a semi-structured study in a museum context, addressing the three research questions of whether people are drawn into the installation, whether the interaction is clear, and to what extent the participants become engaged. The findings reveal that audiences are attracted and that the levels of engagement are satisfactory in the context of children exploring the museum. We propose five stages of interaction reflecting the engagement.
Bongers, B & Smith, ST 2010, 'Interactivated rehabilitation device', ACM International Conference Proceeding Series, Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction, ACM Digital Library, Brisbane, Australia, pp. 410-411.View/Download from: Publisher's site
The demo presents a system and interface for a reaching task for physical rehabilitation therapies, enhanced with multimodal interaction. The interface is a handheld device which can be manipulated by the patient, guiding and tracking their movements dur
Bongers, B. 2009, 'Audience Movements and Spatial Interaction', Spatial phrases: proceedings from the SEAM Symposium 2009, SEAM 2009 Spatial Phrases, SEAM, Sydney, pp. 13-45.
Chen, YA, Bongers, B & Iedema, RA 2009, 'Visual Melodies - Interactive Installation for Creating a Relaxing Environment in a Healthcare Setting', Proceedings of the OZCHI 2009, Australian Computer Human Interaction Conference, ACM CHISIG, Melbourne, pp. 361-364.View/Download from: UTS OPUS or Publisher's site
Overview of research and design of the Visual Melodies installation for hospital waiting rooms.
Bongers, B. & Mery Keitel, A.S. 2008, 'Interactivated Reading Table', Proceedings of the Conference of the Computer-Human Interaction Special Interest Group (CHISIG) of Australia on Computer-Human Interaction, Australian Computer Human Interaction Conference, CHISIG, Cairns, Australia, pp. 1-2.
A mixed media reading table has been developed and presented to the public on various occasions. The aim is to create an integrated experience for the users, bringing together traditional media (such as books) with new media (such as video). The table uses RFID technology to link the physical objects to the media content. The project is submitted as a demo for the conference.
Bongers, B. 2002, 'Interactivating Spaces', Systems Research in the Arts: Music, Environmental Design & the Choreography of Space, International Conference on Systems Research, Informatics and Cybernetics, IIAS, International Institute for Advanced Studies in Systems Research and Cybernetics, Baden-Baden, Germany, pp. 1-6.
Environments are described that are a combination of physical space and computer systems that interact with the people in it, through sensors and actuators. The terms and notions involved in multimodal interactions are described, focusing on the level of physical interaction, and relevant technologies are briefly described. The notion of Interactivated Spaces is illustrated by projects the author was (or still is) involved in, categorised in large scale instruments, future houses, interactive architecture and interactive installations. The final section argues that a successful Interactive Space actually can have elements of all these categories.
Bongers, B. & Harris, Y. 2002, 'A Structured Instrument Design Approach: The Video-Organ', New Insturments for Musical Expressions, New Instruments for Musical Expression NIME-02, Media Lab, Dublin, Ireland, pp. 86-91.
Tanaka, A. & Bongers, B. 2001, 'Global String - A Musical Instrument for Hybrid Space', Cast01 Conference on Communication of Art, Science and Technology, CAST 01, FhG-ZPS, Schloss Birlinghoven, Germany, pp. 177-181.
Creative and technical considerations in building a musical instrument to traverse acoustical space and network space. Conceiving a musical instrument for heterogeneous space and democratic use requires implementation of diverse modes and techniques satisfying needs of tactile local presence, and tangible telepresence. The result is an artistic project destined for multi-site gallery installation and performance. It is a musical instrument that exists in the mixed realities of acoustical space and network space.
Bongers, AJ & Heffer, C, 'Tangible Interactive Lace - Pattern Station #2', Arts Exhibition of the 9th International Conference on Tangible, Embedded and Embodied Interaction (TEI), Association for Computing Machinery, Inc, Stanford University, CA.
The piece presented a novel exploration of physical and tangible materials (fabric, driftwood, rocks) as part of an interactive installation. Furthermore it was an exploration in three-dimensional space, expanding the flat 2D nature of the standard video screen into a sculptural entity. The spatial element and the link with nature was effectuated through multiple projections, one of which was visible on a screen on the window, linking the inside space to the outside space.
Bongers, AJ, Neill & McKinnon, 'Sand Beats', Waterways, Central Park, Sydney.
Sand Beats is an Interactive 3-channel audiovisual installation with microscope inputs and sensors. It is using real time microscopic images of kinetically animated sand. The installation explores the material qualities of sand, and levels of pollution related to sand, using samples taken from various locations around Sydney Harbour. The sand material is animated through movement, and controlled by audience activities, through sensors in the space. The animated microscopic images are projected in real time through a wall sized video projection.
Facets is an interactive video installation exploring interfaces between people and technological environment. Kaleidoscopic video images are projected on a 36 sqm. screen placed in the space, linking the player's area inside the building to the outside. The images are directly influenced by the players' motions and actions using interface elements placed near the screen, and in a more subtle manner by motions and flows ofpeopJe in and around the Tower building. The images are patterns, textures and lines taken from landscapes and (underwater) sea scapes, placed in the context of the built environment. The dialogue between nature and urban landscapes is further emphasised by the translucence of the screen, linking the internal space of the UTS Tower with the green outside. The placement of the installation enables many lines of sight from around the Foyer areas. Art Light was an exhibition at UTS as part of the Sydney Smart Light festival, 26 May - 14 June 2009, curated by Michael Day.
Bongers, B., 'Facets of Expanded Architecture: Interactivating the CarriageWorks Building', Expanded Architecture: avant-garde film + expanded cinema + architecture, Broken Dimanche Press, CarriageWorks, sydney.View/Download from: UTS OPUS
Festival of 9 concerts over 5 days with 14 artists. Video (DVD) and catalogue entry (pp. 20-21) of Metronom Gallery yearbook 2001/2002 ISBN 8460799166
Interactive Video Installation
Pattern Stations is a collaboration between textile designer Cecilia Heffer and Associate Professor Bert Bongers. It seeks to extend our perception to lace pattern and textural space. New ways of generating pattern are explored through the interaction between analogue and digital technologies. It will be shown at Craft ACT, as part of Science Week