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How the Work, Works

  • Jennifer SeevinckEmail author
Chapter
  • 688 Downloads
Part of the Springer Series on Cultural Computing book series (SSCC)

Abstract

This chapter presents evaluations of three case study interactive art works, described in the previous chapter. The evaluations are focused on participant experiences of emergence: that is, perceptual emergence . Perceptual emergence was defined in Chap.  2 and classified in the TEIA , but when it comes to people interacting with an artwork, how would we recognise it if it occurred? And what would an emergent experience would be like? The studies discussed here demonstrate how evaluation and qualitative research methods, including the TEIA and specially created emergence coding tools, can be used to detect emergent participant experiences. A number of data samples are also presented, providing insight into participant experiences of emergence. Characteristics include open-endedness , with ‘infinite variation, like looking at the stars’, depth, like a ‘story within a story’ and creativity , as in the drawing experiences with Of me With me (Seevinck, 2014). The evaluation findings illustrate three of the four types of perceptual emergence from the TEIA: referenced extrinsic, referenced intrinsic and concrete intrinsic perceptual emergence. Other, non-emergent behaviours were also found, such as the generic ways in which people engage with interactive art. Identifying emergent and non-emergent behaviours alike can scope out some dimensions for participant experience of interactive art, pointing us towards new ways of understanding this area.

Keywords

Participant Experience Ground Theory Emergence Criterion Emergent Behaviour Black Mark 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer International Publishing Switzerland 2017

Authors and Affiliations

  1. 1.Queensland University of TechnologyBrisbaneAustralia

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