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{{Short description|Interactive systems that allow organization and transmission of knowledge}}
[[File:Enactive Human Machine Interface.png|thumb|300px|Enactive human-machine interface translating the aspects of a knowledge base into modalities of perception for a human operator. The auditory, visual, and tactile presentations by the system respond to tactile input from the operator, which user input in turn depends upon the auditory, visual, and tactile feedback from the system.<ref name=Bordegoni/><ref name=Fukuda/>]]
'''Enactive interfaces''' are [[interactive]] systems that allow organization and [[wiktionary:transmission|transmission]] of [[knowledge]] obtained through action. Examples are interfaces that couple a [[human]] with a [[machine]] to do things usually done unaided, such as shaping a [[Three-dimensional space|three-dimensional]] object using multiple modality interactions with dataa basedatabase,<ref name=Fukuda/> or using [[interactive video]] to allow a student to visually engage with mathematicsmathematical concepts.<ref name=Held/> Enactive [[Interface (computing)|interface]] [[design]] can be approached through the idea of raising [[awareness]] of [[affordances]], that is, optimization of the awareness of possible actions available to someone using the enactive interface.<ref name=Stoffregen/> This optimization involves visibility, affordance, and [[feedback]].<ref name=Stone/><ref name=Zudilova/>
 
The enactive interface in the figure interprets manual input and provides a response in [[Perception|perceptual]] terms in the form of images, [[Sound|sounds]], and [[haptic technology|haptic (tactile) feedback]]. The system is called enactive because of the feedback loop in which the system response is decided by the user input, and the user input is driven by the perceived system responses.<ref name=Bordegoni/>
 
Enactive interfaces are new types of [[Human–computer interaction|human-computer interface]] that express and transmit the enactive knowledge by integrating different sensory aspects. The driving concept of enactive interfaces is then the fundamental role of motor action for storing and acquiring knowledge (action driven interfaces). Enactive interfaces are then capable of conveying and understanding gestures of the user, in order to provide an adequate response in perceptual terms. Enactive interfaces can be considered a new step in the development of the human-computer interaction because they are characterized by a closed loop between the natural gestures of the user (efferent component of the system) and the perceptual modalities activated (afferent component). Enactive interfaces can be conceived to exploit this direct loop and the capability of recognizing complex gestures.
 
The development of such interfaces requires the [[Creativity|creation]] of a common vision between different [[research]] areas like [[computer vision]], [[Haptic perception|haptic]] and sound processing, giving more attention on the motor action aspect of interaction. An example of prototypical systems that are able to introduce en activeenactive interfaces are reactive robots, robots that are always in contact with the human hand (like current play console controllers, [[Wii Remote]]) and are capable of interpreting the human movements and guiding the human for the completion of a manipulation task.
 
==Enactive knowledge==
Enactive knowledge is information gained through perception–action interaction in the environment. In many aspects the enactive knowledge is more natural than the other forms both in terms of the learning process and in the way it is applied in the world. Such knowledge is inherently [[multimodal interaction|multimodal]] because it requires the co-ordination of the various senses. Two key characteristics of enactive knowledge are that it is ''experential'': it relates to doing and depends on the user's experience, and it is ''cultural'': the way of doing is itself dependent upon social aspects, attitudes, values, practices, and legacy.<ref name=Bordegoni/>
 
Enactive interfaces are related to a fundamental interaction concept that often is not exploited by existing [[Human–computer interaction|human-computer interface]] technologies. As stated by cognitive psychologist [[Jerome Bruner]], the traditional interaction with the information mediated by a computer is mostly based on symbolic or iconic knowledge, and not on enactive knowledge.<ref name=Slee/> While in the symbolic way of learning knowledge is stored as words, mathematical symbols or other symbol systems, in the iconic stage knowledge is stored in the form of visual images, such as diagrams and illustrations that can accompany verbal information. On the other hand, enactive knowledge is a form of knowledge based on active participation, knowing by doing, by living rather than thinking.<ref name=Slee2/>
:"Any ___domain of knowledge (or any problem within that ___domain of knowledge) can be represented in three ways: by a set of actions appropriate for achieving a certain result (enactive representation); by a set of summary images or graphics that stand for a concept without defining it fully (iconic representation); and by a set of symbolic or logical propositions drawn from a symbolic system that is governed by rules or laws for forming and transforming propositions (symbolic representation)"<ref name=Bruner/>
 
A particular form of knowledge is a [[Skill|''[[skill'']]'', juggling being a simple example, and the acquisition of a skill is one area where enactive knowledge is evident. The sensorimotor and cognitive activities involved in acquiring skills are tabulated by the SKILLS FP6 European skills project.<ref name=Bardy>
{{cite journal |title=An enactive approach to perception-action and skill acquisition in virtual reality environments |authorauthor1=B Bardy, |author2=D Delignières, |author3=J Lagarde, |author4=D Mottet, |author5=G Zelic |journal= Third International Conference on Applied Human Factors and Ergonomics |___location=Miami |date=July, 2010 |url=http://didier.delignieres.perso.sfr.fr/Colloques-docs/Bardy%20et%20al.%20%282010%29%20Skills%20apprentissage.pdf }}
</ref>
 
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==ENACTIVE Network of Excellence==
The research on enactive knowledge and enactive interfaces is the objective of the ENACTIVE Network of Excellence. A Network of Excellence is a [[European Economic Community|European Community]] research instrument that provides fundings for the integration of the research activities of different research laboratories and institutions. The ENACTIVE NoE started in 2004 with more than 20 partners with the objective of ''the creation of a multidisciplinary research community with the aim of structuring the research on a new generation of human-computer interfaces called Enactive Interfaces.''. The aim of this NoE is not only the research on enactive interfaces by itself, but also the integration of the partners through a Virtual Laboratory and the spreading of the expertise and knowledge of the Network.
 
Since 2004, the partners, coordinated by the PERCRO laboratory, have improved both the theoretical aspects of enaction, through seminars and the creation of a [[lexicon]], and the technological aspects necessary for the creation of enactive interfaces. Every year the status of the ENACTIVE NoE is presented through an international conference.<ref name=PERCRO/>
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==References==
{{reflistReflist|refs=
 
<ref name=Bordegoni>
{{cite book |title=Emotional Engineering: Service Development |editor=Shuichi Fukuda, ed |chapter-url=httphttps://books.google.com/books?id=ow-UFDj15rUC&pg=PA76 |page=76 |chapter=§4.4.2: PDP [Product Development Process] scenario based on user-centered design |author=Monica Bordegoni |isbn=9781849964234 |publisher=Springer |year=2010}}
</ref>
 
<ref name=Bruner>{{cite book |title=Toward a Theory of Instruction |author=Jerome Seymour Bruner |url=http://h.uib.no/examplewiki/en/images/5/5a/Bruner_1966_Theory_of_Instruction.pdf |isbn=9780674897014 |publisher=Harvard University Press |year=1966 |page=44 |access-date=2014-05-16 |archive-url=https://web.archive.org/web/20140502001724/http://h.uib.no/examplewiki/en/images/5/5a/Bruner_1966_Theory_of_Instruction.pdf |archive-date=2014-05-02 |url-status=dead }}. Quoted in {{cite book |title=Fundamental Constructs in Mathematics Education |author=J Bruner |editoreditor1=John Mason, |editor2=Sue Johnston-Wilder, eds |chapter-url=httphttps://books.google.com/books?id=EA3LtKYTa7YC&pg=PA260 |page=260 |chapter=Chapter 10: Sustaining mathematical activity |year=2004 |publisher=Taylor & Francis |isbn= 0415326982978-0415326988 |edition=Paperback}}</ref>
<ref name=Bruner>
{{cite book |title=Toward a Theory of Instruction |author=Jerome Seymour Bruner |url=http://h.uib.no/examplewiki/en/images/5/5a/Bruner_1966_Theory_of_Instruction.pdf |isbn=9780674897014 |publisher=Harvard University Press |year=1966 |page=44}}. Quoted in {{cite book |title=Fundamental Constructs in Mathematics Education |author=J Bruner |editor=John Mason, Sue Johnston-Wilder, eds |url=http://books.google.com/books?id=EA3LtKYTa7YC&pg=PA260 |page=260 |chapter=Chapter 10: Sustaining mathematical activity |year=2004 |publisher=Taylor & Francis |isbn= 0415326982 |edition=Paperback}}
</ref>
 
<ref name=Fukuda>
{{cite book |title=Emotional Engineering: Service Development |chapter=§4.5.2 Design tools based upon enactive interfaces |chapter-url=httphttps://books.google.com/books?id=ow-UFDj15rUC&pg=PA78 |pages=78 ''ff'' |isbn=9781849964234 |year=2010 |publisher=Springer |author=Monica Bordegoni |editor=Shuichi Fukuda, ed}}
</ref>
 
<ref name=Held>
{{cite book |title=Research on Technology and the Teaching and Learning of Mathematics |editoreditor1=Mary Kathleen Heid, |editor2=Glendon W. Blume, eds |chapter-url=httphttps://books.google.com/books?id=RGqFJ9inaQQC&pg=PA213 |pages=213 ''ff'' |chapter=Enactive control |authorsauthor=D Tall, |author2=D Smith, |author3=C Piez |isbn=9781931576192 |year=2008 |publisher=Information Age Publishing Inc. }}
</ref>
 
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<ref name=Slee>
Bruner's list of six characteristics of iconic knowledge is found in {{cite book |chapter=Iconic representation |title=Child, Adolescent and Family Development |authorauthor1=Phillip T. Slee, |author2=Marilyn Campbell, |author3=Barbara Spears |chapter-url=httphttps://books.google.com/books?id=iLd7XILh7QkC&pg=PA176 |page=176 |isbn=9781107402164 |year=2012 |publisher=Cambridge University Press}}
</ref>
 
<ref name=Slee2>
{{cite book |chapter=Enactive representation |title=Child, Adolescent and Family Development |authorauthor1=Phillip T. Slee, |author2=Marilyn Campbell, |author3=Barbara Spears |chapter-url=httphttps://books.google.com/books?id=iLd7XILh7QkC&pg=PA176 |page=176 |isbn=9781107402164 |year=2012 |publisher=Cambridge University Press}}
</ref>
 
<ref name=Stoffregen>
{{cite journal |url=http://link.springer.com/article/10.1007/s10055-006-0025-7 |title=Affordances in the design of enactive systems |authorauthor1=TA Stoffregen, |author2=BG Bardy, |author3=B Mantel |journal=Virtual Reality |volume=10 |issue=1 |year=2006 |pages=4-104–10 |doi=10.1007/s10055-006-0025-7|s2cid=8334591 |url=https://hal.archives-ouvertes.fr/hal-02939726/file/SB%26M_VirtualReality%282006%29.pdf }}
</ref>
 
<ref name=Stone>
{{cite book |author1=Debbie Stone |author2=Caroline Jarrett |author3=Mark Woodroffe |author4=Shailey Minocha Morgan Kaufmann |year=2005 |title=User Interface Design and Evaluation |publisher=Morgan Kaufmann |isbn=9780080520322 |chapter-url=httphttps://books.google.com/books?id=VvSoyqPBPbMC&pg=PA97 |pages=97 ''ff'' |chapter=Chapter 5; §3: Three principles from experience: visibility, affordance, and feedback}}
{{cite book |author=Debbie Stone, Caroline Jarrett, Mark Woodroffe, Shailey Minocha
Morgan Kaufmann |year=2005 |title=User Interface Design and Evaluation |publisher=Morgan Kaufmann |isbn=9780080520322 |url=http://books.google.com/books?id=VvSoyqPBPbMC&pg=PA97 |pages=97 ''ff'' |chapter=Chapter 5; §3: Three principles from experience: visibility, affordance, and feedback}}
</ref>
 
<ref name=Zudilova>
{{cite book |title=Trends in Interactive Visualization: State-of-the-Art Survey |pages=166 ''ff'' |chapter=Perceptual and design principles for effective interactive visualizations |authorauthor1=Elena Zudilova-Seinstra, |author2=Tony Adriaansen, |author3=Robert van Liere |year=2008 |publisher=Springer |isbn=9781848002692 |chapter-url=httphttps://books.google.com/books?id=mFtS7uN8ybsC&pg=PA166}}
</ref>
 
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==External links==
* [http://vimeo.com/79179138 Vimeo], video of a three-dimensional dynamic interactive graphical display allowing a human operator to visualize and manipulate data.
* [http://www.enactivenetwork.org ENACTIVE Network of Excellence]
 
* [http://www.enactive2007.org/ ENACTIVE 2007, 4th International Conference on Enactive Interfaces + Enaction_''in''_Arts], Grenoble, France
==Further reading==
* [http://vimeo.com/79179138 Vimeo], video of a three-dimensional dynamic interactive graphical display allowing a human operator to visualize and manipulate data.
*{{cite book |title=Orchestrating Human-Centered Design |author=Guy Boy |url=https://books.google.com/books?id=I5gCTZCIL3AC&pg=PA118 |isbn=9781447143383 |year=2012 |publisher=Springer |page=118}} "The organization producing the system can itself be defined as an autopoietic system in Maturana and Varela's sense. An autopoietic system is producer and product at the same time. HCD [Human Centered Design] is both the process of design and the design itself."
*{{cite journal |title=The systemics of dialogism: On the prevalence of the self in HCI design |author=Colin T Schmidt |journal=Journal of the American Society for Information Science |volume=48 |issue=11 |pages=1073–1081 |year=1997 |url=https://www.researchgate.net/publication/220433804 |doi=10.1002/(sici)1097-4571(199711)48:11<1073::aid-asi9>3.0.co;2-t}} Autopoiesic systems.
*{{cite journal |title=An autopoietic approach for knowledge management systems in manufacturing enterprises |author1=Markus Thannhuber |author2=Mitchell M Tseng |author3=Hans-Jörg Bullinger |url=https://www.researchgate.net/publication/223035600 |journal=Annals of the CIRP-Manufacturing Technology |volume=50 |issue=1 |year=2001 |pages=313 ''ff'' |doi=10.1016/s0007-8506(07)62129-5}}
 
[[Category:Enactive cognition]]
[[Category:Knowledge representation]]
[[Category:Educational psychology]]
[[Category:Motor cognition]]
[[Category:User interface techniques]]