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As interactive technologies continue to develop, Whole Body Interaction has emerged as an interdisciplinary topic looking to support and develop the full range of human abilities when interacting with computational environments. Rather than focusing on technology it seeks to support the integration of input and output from human motion, human physiology, cognitive models and emotional states. The key aim is the triangulation of inputs from different human sources in order to make sense of human behaviour, in context. This book takes extend papers submitted to the ACM SIGCHI 2009 Workshop on Whole Body Interaction. The topics covered include Movement and Emotion Movement and Attention Movement patterns and games Mirror neurons and movement Multi-source behavioural cues New ways of playing Whole body gestures Gesture and multi-modal actions Movement and Digital Art performance
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