Article Citation: Chao-Ming Wang, and
Mei-Yi Lai. (2021). USING A NEW WATER SENSING DEVICE TO DESIGN A NOVEL
INTERACTIVE INSTALLATION FOR PRACTICING CONCENTRATION TO OBTAIN FLOW
EXPERIENCES. International Journal of Engineering Technologies and Management
Research, 8(2), 46-69. https://doi.org/10.29121/ijetmr.v8.i2.2021.873 Published Date: 20 February 2021
Keywords: Interactive
Installation Flow Experience Sensors Human-Computer
Interaction Many interactive systems for conveying messages have been created recently, while the concept of flow experience that enhances the efficacy of people’s activities via self-concentration has long been proposed. A novel interactive installation system is designed for a participant to practice concentration to obtain flow experiences. Precise water pouring into the system is adopted as the interactive process for practicing mind concentration. Persistent concentration and precise hand control are required to complete the watering process, and a water sensing device is designed to decide whether the watering action is successful. The system was evaluated by questionnaire surveys and expert interviews, revealing the following findings that prove the effectiveness of the proposed system: 1) the man-machine interaction provided by the system is innovative and interesting; 2) the immediate feedbacks of the system help a participant concentrate in mind; 3) the interactive watering process allows the participant to obtain the flow experience.
1. INTRODUCTION1.1. BACKGROUND AND MOTIVATION
With the
advance of technology, people are getting more and more familiar with the digital life – a way of living with digital technology. It is aimed
in this study, by combining the interaction
technology and mind control, to
explore a new way of performing self-cultivation,
one of the issues to which lots of people pay attention nowadays. “Interaction”
is the way a person communicates with a technological device, and mutual
influences occur between the person and the device in an interactive process.
The purpose of creating an interactive device is to express the creator’ idea
and build communication with the participant via the device [1]. In addition, to
get rid of worries about the details of the daily life, the
concept of “Zen” has gradually become one of the natural ways for busy people to relieve pressures, to
seek true self, and to conduct self-cultivation. In 2004, an experimental
report about Zen meditation and neuroscience indicated that the psychological
process of concentration is trainable [2]. Many
western scholars thought that Zen, though often regarded as a kind of
mysticism, is a transcendent ideology existing in the universe; and through
this kind of thought, Zen was often applied in the field of human-machine
interaction [3]. Somehow
similar to Zen, the concept of “flow experience” proposed by Csikszentmihalyi
refers to a person’s involvement in a tranquil
activity with a clear goal in mind [4]. He/she
receives feedbacks through self-control and self-concentration, and has mental
pleasure after finishing the activity. In this study, it is desired to construct a system
which introduces the interaction
technology into the practice of concentration, with the expectation that
people can adjust their concentration and feeling in mind while interacting
with the system. Furthermore, by pacing themselves through such a mental
process via the use of the system, it is hoped that they can easily regain
their attention on things or tasks in concern. It is also desired in this study
to use the constructed interactive system, which is based on the concentration
concept, to investigate the relationship between the flow experience and the
interaction technology, expecting the concentration-arousing interaction
process offered by the proposed system to be helpful to the participant to obtain flow experiences. To
accomplish this aim, the following research stages were followed in this study: 1) literature review - reviewing
academic literatures about Zen and flow experiences as well as examples of
related case studies to set up the ideas for designing the desirable
interactive system; 2) Prototype Construction - constructing accordingly a prototype system,
named “Zen-Drop,” which is equipped with a new water sensing device designed for use in the system; 3) Field Experiment - carrying out a field experiment to invite
user to experience the effectiveness of the proposed “Zen-Drop” system for
practicing concentration in mind; and 4) System Evaluation - conducting questionnaire surveys and expert
interviews by designing questions according to the Csikszentmihalyi’s model
[4] to evaluate
whether the proposed system is helpful to improve the participant’s capability
of self-concentration to obtain the flow experience. 1.2. LITERATURE REVIEW
1.2.1. FLOW EXPERIENCE The term “flow” means a state of mind with happiness in the human life [4], and the concept “flow experience” refers to
a person’s involvement in a tranquil activity which bring him/her pleasure
after finishing the activity, no matter whether he/she has a deep feeling about
the activity process or not. The flow experience has a close relationship with
religion since it emphasizes self-adjustment and mental training to achieve
self-growth. The term “flow experience” has other equivalents, such as “smooth
experience” or “optimal experience.” Its primary feature is sense of control. As reported by
Csikszentmihalyi and other researchers [4], [5], [6], people
have flow experiences under seven situations as described in Table 1. In
addition, Chen et al. [1] categorized the flow experiences into
three aspects: “condition,” “feeling,” and “result,” which are also included in
Table 1 and will be used as the assessment criteria of further discussions in
this paper. Table 1:
A list of situations under which people have flow experiences.
1.2.1. HUMAN-COMPUTER INTERACTION With the progress of computer and digital processing technologies, the studies of interaction between the
human being and the computer via human-computer interfacing devices are getting
more and more diversified. Kantowitz and
Sorkin [7] proposed a concept of human-computer
interfacing from the viewpoint of human factor, which says that a human being
has sensors and responders while the computer consists of displays and
controls; when the human being uses the sensors to sense a display on the
computer screen, the human’s brain will react via the responders to activate
the controls of the computer to accomplish a desired task by changing its
machine state, as illustrated in Figure 1. The concept has been included in the
ideas collected in this study for designing the proposed system mentioned
previously. Figure 1: A
human-factor view of a human operator in a human-computer interfacing working
environment [7]. 1.2.2. DESIGNS OF INTERACTIVE DEVICES
AND RELATED CASE STUDIES The interactive technology can
be used to produce feedbacks from different behavior modes in various
applications. Therefore, a user performing an interactive device can obtain
more experiences than one using a traditional one. The modern interactive
technology not only helps rapid growing of digital engineering systems, but
also accelerates applications of many humanity fields, including anthropology,
psychology, pedagogy, etc. Interactive installations are the channels for
designers to convey their messages or ideas directly. They are also the bridges
for people to communicate with computers, creating various interaction models
to achieve the designers’ goals. Fallman proposed the interaction design research
triangle of design practice, design
studies, and design exploration [8]. For the
part of design exploration, designing is regarded as a new attempt to explore
new possibilities. In this study, this concept is introduced into designing and
developing an interactive installation equipped with water sensors. The purpose
is to create a new water sensing device
for a user to get an innovative experience of concentration. The following is a
review of some case studies of combining interactive installations with the
concept or activity of concentration. 1) “Mindball” [9] - a two-player game based on the EEG
methodology, played by wearing brainwave sensors on the head to control the
ball direction with the level of
relaxation in mind, with the winner being the one successfully moving the
ball to the opposite. 2) “Flow of Qi” [10] - a game based on “Qi” produced from the human
inner body, with two participants working together on controlling their breaths
to “write” calligraphy similarly to the “Pranayama” in Zen. 3) “So-Cal NewsTubular
Zen” [11] - a public art
installation consisting of a series of tubes which can be touched by people to produce different sounds and lights with the
sound resonance making the participant feel the ambiance of Zen around the
installation. 4) “Meditation” [12] - a work in a special space generating
psychedelic visual effects and sounds to make the participants keep focusing
three circles displayed on the screen that can create a ripple effect by mutual interference conducted by the two
participants. 5) “Rain Dance” [13] - a work played by participants who pass
through a series of running-down water columns, and by controlling the height
of the umbrella, make the original inaudible sound become hearable through the
horn shape formed by the top of the umbrella. 6) “Mocean” [14] - an interactive device with a tank of water
by which a user can generate sounds by brushing or skimming the water by hand,
sprinkle the water, or dipping his/her arms in the water deeply. 7) “Kimapetra” [15] - an interactive artwork with stones
surrounding a bowl filled with water, played by putting hands on them to create
sonorous vibrations on the water surface that vary according to the intensity
of the electrostatic energy of the visitor’s body. 8) “HeartWave” [16] - an interactive water-based tabletop
device that two players can perform simultaneously to experience the collision,
fading out, or even superimposing of two ripples generated by their heart beats, respectively, created by Polar heart beat sensors. 9) “Digidrench” [17] ¾ an interactive video installation by which the user controls the video playback by filling
and draining three tanks with the display screen showing liquid falling on the
head of a corresponding person. The features of the above-surveyed case
studies related to the concepts of Zen or flow, and the involved digital media
techniques are summarized in Table 2. Table
2: Summary of surveyed cases studies of
interactive devices related to mind control.
1.3. SUMMARY OF LITERATURE REVIEW AND IDEAS FOR DESIGNING THE PROPOSED SYSTEM
It can be seen from the cases listed in Table
2 that people would be in the state of Zen or flow when they are involved in
activities requiring concentration. In the interaction processes of many of the
above cases, water is the medium to
control the device, and the design, by creating a suitable environment for the
ambiance, enables the user to focus his/her mind on the interaction with the
device. Therefore, in this study the concept of concentration through interaction will be followed in designing a
prototype system for the user to reach the state of Zen or flow, as described
in more detail in the following. 1) Reaching the
situation of “concentration” - From the above survey, it
can be seen that the situation of Zen or flow can be reached through
environment creation and human-machine interaction, and the most crucial in the
interactive process is for the participant to focus on something to adjust
their mindset, i.e., to concentrate on
something in mind, and, via this concentration, to adjust the mindset to be
in a stable state. Therefore, in this study, it is desired to design an artwork
associated with a Zen atmosphere that allows the participant to have self-concentration in the interaction
process. 2) Design of the
interaction process - According to the above survey, an interaction
scheme which makes the user to conduct self-concentration is effective for the
user to be immersed in the interactive process. For this aim, it is desirable
in this study to use “water” as the medium in the interaction scheme, and to
create symbolic feedbacks of concentration like bell sounds to enhance the
atmosphere of Zen. Specifically, in this study, the system named “Zen-Drop” is
designed to have a shape of a “Bodhi tree” to create a Zen ambiance, and the
major interactive step is designed to be the action of “watering the tree.” 3) Assessment of the
entire study - In this study, it is
desired to evaluate the proposed interactive system by a questionnaire survey
of the users’ opinions about flow experiences. The surveys will be done after
the participants complete the interaction process of the proposed system.
Specifically, it is desirable to find out the effectiveness of the system in
the aspect of helping the participant conducting concentration through the
interaction scheme, and to improve the system according to the investigation
result for future developments and researches. 2. METHODOLOGY2.1. OVERVIEW
The research methods adopted in this study
include: literature review, prototyping, questionnaire survey, expert
interview, and system evaluation.
Firstly, a literature review was conducted to establish the
principles for designing the proposed system. The results have been reported
previously in Section 1. Secondly, a prototype was constructed according to the
design principles, which will be described later in Section 3. Thirdly, the
prototype system was shown in a public
exhibition to carry out a field experiment, and visitors were invited to
use the prototype system. After interacting with the system, each participant
was invited further to fill in a questionnaire pre-designed in this study to
express their opinions about the effectiveness of the proposed system. Also
invited to the exhibition are several experts who, after observing the users to
perform the system, were interviewed by the researcher of this study to express
their opinions about the design and the effectiveness of the proposed system.
Their opinions were collected. The entire process of the actions taken in the
field experiment is shown in Figure 2. Finally, analyses and evaluations of the
collected opinion data were conducted to check the effectiveness of the proposed “Zen-Drop” system.
Figure 2:
The process of actions taken in the field experiment during the public
exhibition of the proposed system. 2.2. PROTOTYPING
Eliason [18] proposed the viewpoint that a system development process should include four steps:
demand analysis, system design, prototype establishment, and prototype
evaluation. These major steps of interactive system development were followed
in the design of the proposed system, as described in the following: 1) Demand Analysis - analyzing the features of Zen and flow
situations as well as the requirements of the interactive process based on
literature reviews and investigations of people’s ideas of living in the modern
society; 2) System Design - designing accordingly a prototype system
with a suitable interactive process to offer the participant a tool for conducting concentration; 3) Prototype
Establishment -
constructing the hardware and software of the interactive prototype and testing
it until it works fine; and 4) Prototype
Evaluation -
exhibiting the prototype system in the field experiment and collecting the
opinions by questionnaire surveys and expert interviews to examine the
effectiveness of the work in bringing the ambiance of concentration. 2.3. QUESTIONNAIRE DESIGN
The questions
included in the questionnaire were designed to reflect the seven situations of the flow experiences which belong to three
aspects, namely, condition, feeling, and
result, as described in Table 1, in order to explore the relation between
the involvement in the flow situation and the interactive process provided by
the proposed “Zen-Drop” system. In detail, totally 11, 8, and 6 questions were
designed for the three aspects, respectively. The structure of the situations
and the aspects are illustrated in Figure 3. In addition, the 5-point Likert Scale [19] was adopted
to specify the degrees of agreement of the answers to each question, including
“strongly disagree,” “disagree,” “neither agree nor disagree,” “agree,” and
“strongly agree,” which are given the scores of 1 through 5. Later, in a
pre-test of the initially-designed questionnaire, it was found that the meaning
of the middle choice, “neither agree
nor disagree,” is vague to many respondents; therefore, it was eliminated
later, resulting in the use of a 4-point scale with the scores of 1 to 4 being
given to the choices of “strongly disagree,” “disagree,” “agree,” and “strongly
agree,” respectively. It is mentioned by the way that a pre-test of
the questionnaire has been conducted, in which two experts were invited to give comments about the wording in the
questions of the questionnaire and to confirm the appropriateness of the
question contents for assessing the characteristics of flow experiences,
resulting in the final version of the questionnaire with thirty questions,
whose details will be presented later in this paper.
Figure 3: The
structure of the three aspects of the questionnaire questions based on flow
experiences. 2.4. INTERVIEWS WITH EXPERTS
As mentioned previously, expert interviews have been conducted in this study during the period of the
public exhibition of the proposed “Zen-Drop” system. Totally, three experts
were invited whose expertises are listed in Table 3.
They all have experiences of using interactive systems similar to the one
proposed in this study. They were invited, not only to use the proposed system
to have feelings of the system’s performance, but also to observe the
interactive processes of other users, before the interviews were started. The
topics of the interview include: 1) the feedback of the interactive process of
the system; 2) the degree of concentration of the participant; and 3) the
usability of the interfaces for performing the interaction process. The opinion
data collected from the interviews were used for evaluating the effectiveness
of the proposed system, which will be presented later in this paper. Table 3: A list
of the backgrounds and expertises of the experts
invited for interviews in this study.
2.5. SYSTEM EVALUATION
The opinion data
collected in the expert interviews and questionnaire surveys were
used for evaluating the effectiveness of the proposed “Zen-Drop” system.
Specifically, the data for the four aspects of the questions of the
questionnaire as shown in Figure 3 will be evaluated respectively to prove the
various issues of effectiveness of the proposed system as shown in Table 4 and
described in the following. 1) Aspect of
condition- This
aspect includes three situations, “great inner clarity,” “knowing that the
activity is doable,” and “intrinsic motivation.” For these situations in this
aspect, the evaluation is aimed at exploring the user experiences about the
completeness of the interaction process, the visual and auditory feedbacks of
the system, and the participant’s capability to complete the interaction
process. 2) Aspect of feeling - This aspect includes two situations,
“completely involved in what we are doing” and “a sense of serenity.” For these
situations, it is desired in the evaluation to explore the issues of whether
the participants have reached self-control and self-concentration during the
interaction process. 3) Aspect of result -This aspect
includes two situations, “a sense of ecstasy” and “timelessness.” For this
aspect, it is desirable to evaluate the participants’ feeling of timelessness
when they concentrated in performing the system, as well as their experiences
and enjoyment after completing the interaction process. Table 4: Evaluation issues
contained in the questionnaire corresponding to the situations of the flow
experiences shown in Figure 3.
3. FINDINGS AND DISCUSSIONS3.1. DESIGN CONCEPT OF THE PROPOSED SYSTEM
People’s self-regulation of “growing inherent kindness” and “concentrating with tranquility”
is emphasized in the concept of Zen. And in the “Twenty-five Yuantong Meditation” methods for Zen cultivation, there exist the idea of applying
the so-called “great water” technique. It is tried in this study to follow such
an idea to design a water-based interactive system, the “Zen-Drop,” which, via
the performance of pouring water stably
into a collector, allows a participant to experience the interchange between
water and the mindset while listening to the sound of natural water flow in the
water pouring process, and so to feel the ambience of concentration. Note that here the aim is not the Zen meditation,
but the mind concentration. The interactive
installation for this way of water-based concentration is illustrated in
Figure 4, which, as can be seen, is of the shape of a Bodhi tree, and it can be performed by pouring water into the top
of the tree trunk to generate feedbacks of sounds issued via a speaker put
aside the tree and color changes occurring on the tree leaves, which represent
different degrees of concentration reached by the participant. Inside the tree
is a water sensing device newly designed in this study for determining if the
water pouring action conducted by the participant is successful or not, or
equivalently, for deciding if the participant’s trial of self-control of the
hand operation to accomplish self-concentration in mind is effectively
completed. More details will be presented later in this paper. 3.2. ARCHITECTURE OF THE PROPOSED SYSTEM
The proposed
“Zen-Drop” system designed in this study is a tangible interactive device with
four wheels, facilitating moving to anywhere for conducting experiments and public exhibitions. Its
architecture is introduced in this section, which is described briefly at first
in the following: 1) Physical System Setup - including a Bodhi tree with a trunk, four
leaves, four wheels and a water bucket and a scoop for water pouring; 2) Hardware - including a computer as the main processing
unit, a water-sensing device built in the tree, a circuit for LED light
triggering, sound playing, and water-drainage control; and 3) Software - including programs for performing the
functions of water sensing, water-pouring stability decision, LED visual
feedbacks, sound feedbacks, and water drainage.
Figure 4: The
structure of the interactive part, a Bodhi tree, of the proposed “Zen-Drop”
system. 3.2.1. CONCENTRATION ASSESSMENT BY WATER
SENSING The system uses water as the sensing medium, aiming at offering a tool for assessing the goodness of the participant’s
practice of concentration by
controlling his/her water-pouring action. The hardware, a water-sensing device, and the software, the related water pouring detection scheme, proposed
in this study for this aim are described here. A simple illustration of the
idea of water sensing using a simple circuit is shown in Figures 5(a) and 5(b),
where water is used as an electric conductive medium to light up a small LED bulb. Specifically, Figure 5(a) shows an open electric circuit consisting a pair
of unconnected wire ends, and Figure 5(b) shows a close circuit using the water in a cup as the electric conductor,
with the generated electric current lighting up an LED bulb. When the LED bulb
is hidden in a leaf of the Bodhi tree, it seems that the leaf is brightened by
the water medium through the vein of the tree, as shown in Figure 5(c). In this
way, a pair of open-circuit wire ends may be used as a water sensor, as done in this study. By using such a type of water
sensor, two functions for concentration
assessment are created in this study for use in the proposed “Zen-Drop”
system, as described in the following and illustrated in Figures 5(d) and 5(e). Tree-Leaf Lighting Control by Water-Level
Detection The
above-mentioned water sensor is used three times as water-level detectors in the tree trunk as shown in Figure 5(d), in
which each pair of small circles drawn on the tree trunk represents one of such
water-level detectors: as long as the
amount of water poured into the tree trunk from the tree top by the user grows
gradually to reach the height of a water-level detector of the three, the
electricity generated by the resulting close circuit through the water will
light up a pair of the tree leaves in
green as an indication of successful on-going water pouring. Water-Pouring Stability Detection The above-mention
water sensor is also
used as a pouring-stability detector
which is located on top of the three
water-level detectors as shown in Figure 5(d), with its top view illustrated in
Figure 5(e) in which the concentric blue part is a ring of thick stainless iron sheet slanted outward with a pair of holes
located on each side of the ring that are connected to a pair of open wire
ends, forming a water detector. That is, the pouring-stability detector
consists of an iron ring with two water detectors located at its two sides,
respectively. If water is poured unstably by a user to fall on the slanted iron
ring, the water will flow to at least one side of the ring to fill the two
holes of the water detector there, creating a close electric circuit to light
up a pair of tree leaves in red as a
warning to the user.
Figure 5: The
techniques used in “Zen-Drop” for concentration assessment. (a) The hardware,
the electrical circuit of the water sensor, in an open state. (b) The circuit
of the water sensor in a close state, with the generated electricity lighting
up an LED bulb (c) A color-changeable leave of the Bodhi tree with the color
LED hidden inside. (d) The Bodhi tree with a water sensing device including
four water sensors, three water-level detectors, and one pouring-stability
detector, built in the tree trunk. (e) The top view of the pouring-stability
detector. 3.2.2. PHYSICAL SHAPE DESIGN About the design of the exterior shape of the Bodhi tree, a
line draft was generated at first at the beginning stage of this study, and a
prototype was built accordingly as shown in Figure 6(a). The mobility of the
work was enhanced by
creating a movable wooden base with four wheels. The exterior texture of the
base was made to be a rock, and the trunk of
the tree is made of glass fiber, as shown in Figure 6(b). The
four leaves are made of acrylic material which are attached to the tree trunk,
as shown in Figure 6(c). The color of the leaves, which is created by lighting
using LED bulbs hidden inside, will change in accordance with the level of the
water poured into the tree trunk, as shown in Figure 6(d). Finally, a water
bucket and a scoop, both made of wood, were constructed for water pouring
conducted by the user, as shown in Figure 6(e).
Figure 6: Construction of the Bodhi tree in the
proposed “Zen-Drop” system. (a) A line draft of the design of the tree. (b) The
trunk of the tree made of glass fiber. (c) The complete tree with attached
leaves made of acrylic material. (d) The Bodhi tree seen at night with the
leaves lit in a red color. (e) The wood bucket and the scoop for water pouring. 3.2.3. DESIGNS OF THE HARDWARE AND
SOFTWARE FUNCTIONS A printed circuit board (PCB) with an Arduino
chip and some associated circuits as shown in Figure 7 is equipped at the root
part of the Bodhi tree as the main controller in the proposed “Zen-Drop” system
(denoted as the PCB controller at the
bottom of Figure 5 (d)), which, by utilizing water as the sensing medium,
carries out three major processes in the system, namely, water pouring stability detection, water-level
sensing, and water drainage control, as described in the following. Water Pouring Stability Detection for Concentration Assessment Being equipped inside the trunk of the Bodhi
tree, the water-level and pouring-stability detectors begin their respective
detection functions when the participant begins to pour water into the trunk of
the Bodhi tree from the top. The leaves of the tree will be brightened in green
or red as the water flows through the detectors as described previously.
Specifically, the Bodhi tree leaves will start to brighten in red as a warning
when the user pours water unstably (i.e.,
when water is not poured right through the hollow part of the tree trunk but
onto the iron ring of the pouring-stability detector to form a close circuit).
And each time an unstable water pouring is detected, after a pair of tree
leaves are lit up in red, the interactive process is started over again from
the beginning of the water pouring process. After having detected water-pouring
instability three times, all leaves will become red as an indication that the
participant pays insufficient attention in the tree watering process. On the
contrary, all leaves will become green if water pouring is conducted
successfully to pass the three times of water-level detection as described
next.
Figure 7: The circuit diagram of the PCB
controller used as the core hardware hidden in the trunk of the Bodhi tree for
sensing and controlling the functions of the “Zen-Drop” system. Water-Level Sensing for Lasting-Attention Detection If the water pouring process conducted by the
participant lasts stably for a sufficiently long time, all the three
water-level detectors inside the tree trunk will be passed by the height-rising
water to light up the tree leaves. Specifically, when the water reached the
first water-level detector, a signal will be sent to the Arduino chip that then
lights up two tree leaves in green (via the ULN2003AN chips which control the switching and the RGB
colors of the LED bulbs as shown in the right portion of Figure 7) and issues a
long bell sound in the meantime (via the sound hardware part including an MP3
player shield chip, an amplifier, and a speaker as shown in the left portion of
Figure 7). As the water accumulates to reach the second water-level detector,
the same is performed to light up two more leaves in green and issue two long
bell sounds. Finally, when the third water-level detector is reached by the
rising water, all the four lit-up leaves in green will flicker for several
seconds, and a human voice saying
the word “Amitabha” is played, indicating that the user’s concentration on water
pouring has lasted long enough. Water drainage control at the end of a successful water
pouring process ¾ Being connected to a drain cover, the motor seen in the lower portion of Figure 7 will
begin to work to carry out water drainage as the poured water accumulates to
the third water-level detector. Specifically, the motor will have a 90-degree
rotation to pull the drain cover to let out the water inside of the trunk of
the Bodhi tree, getting the system ready for the next run. 3.3. AN ALGORITHM OF THE INTERACTIVE PROCESS OF “ZEN-DROP”
An algorithm describing the details of the
above-mentioned interactive process of the “Zen-Drop” system is given in this
section, followed by an illustrative example of the intermediate results
yielded by running the algorithm. Some notations and terms used in the
algorithm are defined in advance in the following: 1) signal, Si with i =1, 2, 3, which is issued by
the PCB controller when the poured water reaches water-level detector i illustrated in
Figure 5(d), i.e., for i = 1, 2, 3, Si is set to be 1 if water-level detector i detects the
existence of water (set automatically by the water-level detector i); otherwise, to
be 0; 2) signal, Gi with i = 1, 2, 3, 4, which is issued by the PCB controller to
light up the green LED bulb inside
the i-th leaf of the Bodhi
tree, i.e., for i = 1, 2, 3, 4, set Gi to be 1 if the green bulbs inside the i-th leaf of the
Bodhi tree is to be lit up; otherwise, to be 0; 3) signal, Ri with i
= 1, 2, 3, 4, which is issued by the PCB controller to light up
the red LED bulb inside the i-th leaf of the Bodhi tree, i.e., for i = 1, 2, 3, 4, set Ri to be 1 if the red bulbs inside the i-th leaf of the Bodhi tree is to
be lit up; otherwise, to be 0. 4) signal, U, which is issued by the PCB controller when
unstably-poured water falls onto the concentric ring of the pouring-stability
detector and flows into the holes of either water detector at a side of the
ring as illustrated in Figure 5(e), i.e., set U to
be 1 if the pouring-stability detector detects the existence of water (set
automatically by the pouring-stability detector); otherwise, to be 0; 5) signal, M, which is issued by the PCB
controller to trigger the motor when water drainage is to be conducted; 6) counter, T, which is the number of times the user pours water
unstably into the tree trunk to activate the pouring-stability detector; 7) the i-th water level, which is the
height of the i-th water-level detector. Algorithm 1. The
interactive process of the proposed
“Zen-Drop” system. Input: water poured into the trunk of the Bodhi tree. Output: the color changes of the leaves of the Bodhi tree and the issued sounds (as illustrated in Table 5 subsequently). Steps. //Initialization - Bodhi tree leaves are lit up in turn to
wait for the beginning
of water pouring Step 1: set T = 0, M = 0. //Setting initially the times of unstable
water pouring and the motor triggering signal to be zero Step 2: //Lighting up the four tree leaves in turn in green until water pouring is started 2.1 while U ¹ 1 do //Detecting if water is
poured stably (a)
while signal S1 ¹ 1 do //Do this when the
poured water does not reach
the 1st water level yet for i
= 1 to 4 do //Flickering all tree leaves in green (i)
set Gi = 1 for one second; //Lighting up the i-th tree leaf in green (ii) set Gi = 0; //Stopping lighting the i-th
tree leaf in order to
light up the next end for; end while; //Stage 1 - Water detected
to reach the 1st water level (b)
issue the bell sound once; //Indicating the poured water has
reached water level 1 (c)
while signal S2 ¹ 1 do (i)
set G3 = 0, and G4 =
0; (ii) set G1 =
1 for one second; //Lighting up the 1st and the 2nd tree leaves in green
in order (iii) set G2 = 1; end while; //Stage 2 - Water detected to reach the 2nd water level (d)
issue the bell sound twice; //Indicating the poured water has
reached level 2 (e)
while signal S3 ¹ 1 do (i)
set G1 = 1,
and G2 = 1; //Keeping lighting the 1st and the 2nd tree leaves in green (ii) set G3 =
1 for one second; //Lighting up the 3rd and the 4th tree leaves in green in order (iii) set G4 = 1; end while; //Stage 3 - Water detected to reach the 3rd water level (f)
issue
the human voice saying the
word “Amitabha”; //Indicating the
poured water has reached level
3 (g)
for j = 1 to 5 do //Flickering all the four tree leaves in green five
times (i)
set G1 through G4 =
1 for 1/2 second; //Lighting up all the
tree leaves in green
for 1/2 second (ii) set G1 through G4 =
0 for 1/2 second; //Stopping lighting all the leaves end for; (h)
goto Step 1; //Going to the start
another run of the process end while. //End of looping with
no water-pouring
instability detected //Any stage - Water detected to be poured unstably
now Step 3: 3.1 if T ¹ 3 then //Water detected
to be poured unstably less than three times (a)
set RT+1 = 1; //Lighting
up the (T+1)-th tree
leaf in red as a warning (b)
set T = T + 1; //Incrementing the times of
detected unstable water pouring (c)
set U = 0; //Resetting the pouring-instability signal (d)
issue a deep sound; //Indicating a warning
of instability (e)
goto Step 2; //Going to start water pouring over again else //Water detected to be poured unstably for three
times (f)
for i
= 1 to 4 do //Lighting up all the four tree
leaves in red as a
serious warning (i)
set Ri = 1 for
two second; //Lighting up the i-th tree leaf in red (ii) set Ri = 0; //Stopping lighting the i-th
leaf in order to light up the next end for; (g)
issue
a deep sound; //Indicating a warning
of instability (h)
set M = 1; //Triggering the motor to carry out water
drainage (i)
goto Step 1; //Going to the start
for another run of the
system end if. //End of the algorithm Note that the water pouring operations to
pass the three water levels in Step 2 of the above algorithm can be
accomplished only when the condition in the while-loop, “signal U¹1,” is satisfied, i.e., only when the
pouring-instability detector does not detect any unstable watering action;
otherwise, the program will jump to Step 3 where the operations will enforce
the user either to go to Step 2 to
start water pouring over again, or to
go to Step 1 to re-start the entire process. That is, the user must water the
tree stably to pass the three water levels continuously with no failure; otherwise, he/she has to repeat the process
again. It is in this way that the proposed “Zen-Drop” system can train solidly
the user to practice concentration in mind! Several steps in
the above algorithm are designed to express
certain meanings of Zen, as described in the following. 1)
Step 2.1(a): lighting up in turn the four leaves of the Bodhi tree when
it is quiet at the beginning with nobody present around - expressing the
meaning that the energy of heaven and
earth circulates to each other with the movement of stillness. 2)
Stage 1 - Steps 2.1(b) & (c):
lighting up tree leaves 1 and 2 (the lower two) in green in order ¾ expressing the
meaning that the user,
via pouring water of compassion, creates kindness in his/her heart. 3)
Stage 2 - Steps 2.1(d)
& (e): lighting up tree leaves 3 and 4 in green in order ¾ expressing the meaning that while the user continues to pour
water, via the audio-visual effect, more compassion is collected, which echoes
the kindness created in the user’s heart. 4)
Stage 3 - Steps 2.1(f)-(h): lighting up
all four tree leaves in green, flickering for several seconds, and issuing the
sound of ‘Amitabha’ ¾ expressing the meaning that the flickering tree leaves and the
sound of ‘Amitabha’ are congratulations to the user’s full collection of water
of compassion. 5)
Any stage - Steps 3.1(a)-(e): lighting up
one more tree leaf in red and issuing a deep sound ¾ expressing the
meaning that the red tree leave and the
deep sound are warnings of unstable water pouring. 6) Any stage - Steps
3.1(e)-(i): lighting up all the four tree leaves in red and
issuing a deep sound ¾
expressing the meaning that the four red
tree leaves and the deep sound are serious warnings of unstable water pouring. An example of intermediate results yielded by running the “Zen-Drop” interactive system is illustrated
in Table 5. Table 5: An
Example of Results of Running the “Zen-Drop” Interactive algorithm.
3.4. PUBLIC EXHIBITION AS FIELD EXPERIMENT
In the public exhibition of the
“Zen-Drop” system, the exhibition space was decorated with sands and rocks to
create the ambiance of Zen. The leaves of the Bodhi tree are brightened
initially to draw the passerby’s attention so that he/she can be invited to
participate in the interactive water pouring process of the system. When the
participant was watering the Bodhi tree with the wooden scoop, various
audio-visual feedbacks are provided by the system by sensing his/her
performance of mind concentration and hand control. The system will issue the
human voice “Amitabha” and light up all the tree leaves in green if the
participant finishes the interaction process successfully. The duration of a
successful watering activity was approximately five to ten minutes. Some scenes
of participants conducting the interactive process of Bodhi-tree watering are
shown in Figures 8(a) through 8(c). At the end of the process, the
participant’s opinions about the performance of the system are collected for
further analysis by conducting a questionnaire survey, as shown by Figure 8(d).
Figure 8: The
environment and participants in the public exhibition of “Zen-Drop”. (a) The
decoration of the exhibited Bodhi tree. (b) A participant interacting with the
tree by water pouring. (c) Another participant interacting with the tree with
some observers. (d) Participants filling the questionnaires. 3.5. ANALYSES OF QUESTIONNAIRE SURVEY DATA
In this study, the respondents to the
questionnaire surveys were the participants who finished the interactive
process successfully. 49 valid questionnaires were collected from a total of 52
participants. In the evaluation of the collected opinion data, firstly, the
sample structure of the distribution of the respondents was analyzed, yielding
the facts that 63.3 percent of the participants were male and 36.7 percent
female, and that the majority age group includes 23 respondents with ages
ranging from 20 to 25, and accounts for 46.9 percent of the total. Secondly, analyses of the collected opinion data about the issues shown in Table 4 using the
4-point Likert scale were conducted using the SPSS statistics software package.
The questions designed for use in the questionnaire surveys and the statistic
results of the scores of the answers, including the means, modes, and standard
deviations (S. D.), are listed in Table 6. 3.5.1. OVERALL EVALUATION OF THE
COLLECTED QUESTIONNAIRE DATA From the table, it
can be seen that all the mean values of the scores of the
answers to the questions are larger than 2.5, meaning that the overall degree of agreement with the contents of the questions in
the questionnaire is positive, considering the score range being from 1 to 4.
Especially, five questions (highlighted in the table in light gray) are seen to
have the highest mode values 4 with highest mean values close to or larger than
3.5 as listed in the following and shown in Table 7: Question 8: I see brightening leaves during interaction with Zen-Drop. Question 9: I hear the bell sound while interacting with the system. Question 11: I notice the auditory feedback of Zen-Drop. Question 16: The interactive approach is simple to me. Question 25: In further interaction with Zen-Drop, I will be confident
of doing it better. These questions
are all about the audio-visual feedbacks from or the interactions with the
proposed “Zen-Drop” system. From the frequency data listed in Tables 8, 10, and
12 shown later, it can be seen that for these questions, more than 90% of the
49 respondents either agree or strongly agree with the contents of the
questions. Therefore, it can be concluded that the proposed system has good
feedbacks to and effective interactions with the participants. 3.5.2. ANALYSIS OF THE RELIABILITY OF
THE COLLECTED QUESTIONNAIRE DATA The reliability of
the collected opinion data must be analyzed before they can be
used for evaluations of the effectiveness of the proposed system.
For this aim, the Cronbach’s alpha
coefficient is adopted; if
the computed
Cronbach’s alpha coefficient is larger than 0.7, the collected data are usually
decided to be reliable [20], [21], [22]. Accordingly, since the Cronbach’s
alpha coefficient values for the four aspects of questions in the
questionnaires computed in
this study are 0.774, 0.762, 0.785, and 0.636, respectively, as
shown in Table 8, it means that the answer data of the four aspects are all
reliable for further uses to evaluate the effectiveness of the proposed
“Zen-Drop” system. Table 6: Questions
for the questionnaire survey and statistics of scores of the users’ answers.
Table
7: The Maximum
Scores of the question answers of the questionnaire surveys.
Table 8: Computed
reliability values of the opinion data of Table 6
3.5.3. EVALUATION OF EFFECTIVENESS OF
THE PROPOSED SYSTEM FROM THE VIEWPOINT OF FLOW EXPERIENCE One of the aims of the proposed “Zen-Drop”
system is for the participant to gain the experience of flow through the
evaluation of the collected answer data of the questionnaires whose questions
were designed in accordance with the seven situations of the flow experiences
as described previously. In this section, it is desired to investigate the
effectiveness of the “Zen-Drop” system for the participant to obtain the flow
experience by evaluating the collected questionnaire answer data obtained from
the participants right after they completed the interactions with the system.
This is done for the three aspects of condition, feeling, and result,
respectively, using the data shown in Table 6 as well as more of the
statistical data of the questionnaire answers to be given subsequently. About the aspect
of condition The score percentages of the respective
4-point answers to the questions in the aspect of condition are listed in Table
9. Accordingly, about the first three questions, Question 1 through 3, designed
to reflect the flow situation of “great inner clarity,” it can be seen that
among the 49 respondents, 93.8 % understood the whole interaction process,
93.9% knew how to conduct the interaction with the system, and 89.7% knew the
purpose of the system. This means that in general the users may be regarded to
have reached the flow situation of “great inner clarity” in completing the
interactive “Zen-Drop” process. For those questions related to the other two
flow situations, “knowing that the activity is doable” and “intrinsic
motivation,” similar results were obtained as can be seen from Table 9, i.e.,
the mean score of the positive answers to each of the questions is in the range
of 80% to 100%, meaning that the users in general tended to have experienced
the two situations. Table 9: Percentages
of the frequencies of the answers to the questions in the aspect of condition.
The most noticeable question among the eleven
ones of the aspect of condition listed in Table 9 is Question 10, which is
about mind concentration, saying that
“I can know whether I have concentrated
from the tree leaf colors.” It is desirable to investigate here whether or
not the participant’s knowledge about his/her concentration really comes from
the his/her awareness of the audio-visual feedbacks from the Bodhi tree, e. g.,
from the his/her observation of the brightening of the tree leaves during the
watering process as said in Question 8, “I
see brightening leaves during interaction with Zen-Drop.” For this aim, the
details of the cross-reference frequencies of the answer choices of the two
questions, Questions 8 and 10, are listed in Table 10 and the Pearson’s
chi-square test is applied to check the correlation of the two questions, i.e.,
to test the following null hypotheses: H0: the answer to Question 10 is not
related to that to Question 8 (i.e., the participant’s knowledge
about whether he/she has concentrated or not does not come from his/her observation of the
brightening Bodhi tree leaves). The resulting parameter values of the test
computed by use of the SPSS software package are also shown in the lower part
of Table 10, where the computed probability value p = 0.019 which is smaller than the commonly-accepted significance
level value 0.05 for rejecting the null hypothesis. Therefore, H0 is rejected, meaning that the answer to Question 10 is related to that
to Question 8, or equivalently, that the
user’s knowledge about whether or not he/she has concentrated does come
from his/her observation of the brightening Bodhi tree leaves. Table 10: The
crosstabulation of the frequency data and results of Pearson’s chi-square test
of the relation between concentration and the visual feedback of “Zen-Drop.”
About the aspect
of feeling The score percentages of the respective
4-point answers to the questions in the aspect of feeling are listed in Table
11, from which it can be seen that the average scores of the positive answers
to each of the questions for the flow situation of “completely involved in what we are doing” are all very high, in
the range of 80% to 100%, meaning that in general this flow situation may be
said to be achieved by the participants in the “Zen-Drop” process. However, so
high average scores are not found for the three questions of the flow situation
of “a sense of serenity,” though
still high enough in the range of 70% to 80%. A noticeable question here related to training of concentration is Question 12, “Interacting with Zen-Drop is an activity
that can train our concentration.”
It is desirable to investigate whether or not the effectiveness expressed by
the answers to this question is related to those to Question 14, “I can successfully pour water into the
installation.” That is, it is wanted to use the Pearson’s chi-square test
to check the correlation between the two questions, or equivalently, to test
the following null hypotheses: H0: the answer to Question 14 is not
related to that to Question 12 (i.e., the user’s successful water
pouring into the Bodhi tree is not
a result of the concentration conducted during
the interaction with “Zen-Drop”). For this aim, the
details of the cross-reference frequencies of the answer choices of the two
questions, Questions 12 and 14, are listed in Table 12, and the Pearson’s test
was applied to obtain results that are also shown in the lower part of the
table. It can be seen that the computed probability for the null hypothesis to
be true is p = 0.040 which is smaller
than the significance level 0.05; therefore, the null hypothesis is rejected,
meaning that the user’s successful water
pouring into the Bodhi tree is indeed a result of the concentration
conducted by the user during his/her interaction with the “Zen-Drop” system.
Other similar tests between pairs of the questions in this aspect of feeling
have also been conducted to reach similar conclusions, saying that there
is a strong correlation between the user’s successful interaction process and
their capability of self-control
(concentration, patience, etc.). This in turn implies that the proposed
“Zen-Drop” system is effective for self-training of mind control to obtain the
flow experience. Table
11: Percentages of the frequencies of the 4-point scales of questions in the
aspect of condition.
Table 12: The
crosstabulation of the frequency data and results of Pearson’s chi-square test of the
relation between concentration and self-control in watering “Zen-Drop.”
About the aspect
of result As shown in Table 13, for almost all the
questions in this aspect, the percentages of the answer choices of “agree” and
“strongly agree” are larger than 80%, indicating that the users tended to have
experienced the flow situations in this aspect, namely, the senses of
timelessness and ecstasy. Also, it is desirable to investigate the relation
between the effectiveness resulting from the actions described in Questions 21
and 23: “the interaction process brings
me much pleasure” and “I think that
interacting through water is special and interesting,” respectively; i.e.,
to check if it is the interaction through
the water pouring action that brings pleasure to the user, as described in
the two questions. This again can be accomplished by applying the Pearson’s
chi-square test to the following null hypothesis: H0: the answer to Question 21 is not
related to that to Question 23 (i.e., the user’s pleasure
obtained from the interaction process is not
a result of the interesting
watering action conducted in the “Zen-Drop” process). Using the cross-reference frequency data shown in Table 14, the test results
are can be obtained from running the SPSS software package. Accordingly, the
resulting probability value is p =
0.011 which is smaller than the significance level 0.05; therefore, the null
hypothesis is rejected, meaning that the participant’s pleasure obtained from
the interaction process is indeed a
result of the interesting watering process. Other similar tests between pairs of the questions in this aspect of result have also been
conducted to reach similar conclusions, saying that there is a strong correlation between
the participant’s feeling of pleasure and his/her senses of interestingness or
enjoyableness in the interaction process. This implies in turn that the system is effective to
bring the participant to get into the flow situation of ecstasy via the proposed
interactive water pouring process. Table 13: Percentages
of the frequencies of the answers to the questions in the aspect of result
Table 14:
Crosstabulation of the frequency
data and results of Pearson’s
chi-square test of the relation between the user’s feeling
of pleasure and his/her sense of interestingness in the watering process.
The Relationship
between the interactive “Zen-Drop” process and the flow experience A fact about flow experiences is that such experiences make the
participants to change their awareness of self-concentration and self-control,
and bring enjoyment to them. From the above discussions of the results of the
questionnaire surveys as well as the Pearson’s chi-square tests, it is seen
that in general the watering process of
the proposed “Zen-Drop” system does have the effect of bringing the participant
to feel pleasant or concentrated, roughly like being in the state of flow
experience. In this section, a detailed analysis will be given to
see how deep the participant is involved in various flow situations. Table 15
is a summary of Table 6 showing the average of the mean values of the answer
scores of the questions of each flow situation. The higher the average mean
value of a flow situation is, the more effective the watering process brings
the user to enter that situation of flow. In the result of the analysis shown in Table
15, the average mean value of the questions belonging to the 3rd
flow situation, “intrinsic motivation,” is the highest, up to 3.52; and the questions belonging to this situation are
about the participant’s feeling of self-concentration as well as his/her
awareness of the system’s feedbacks during the interaction process. This means
that the proposed system does have
the effect of bringing the participant to enter a flow state with the interaction process being a reward
for the participant, as depicted in the definition of this flow situation:
“intrinsic motivation ¾ whatever
produces flow becomes its own reward” (appearing in Table 1). The 2nd
and 3rd highest average mean values, 3.27 and 3.24, come from
questions designed for the 4th situation, “completely involved in
what we are doing,” and the 7th situation, “a sense of ecstasy,”
respectively. These high average values of the means indicate that the
participants agree highly with the question contents, implying in turn that the
meanings of the two flow situations, namely, deep involvement and extreme
happiness, have been reached, as proved by the results of the Pearson’s
chi-square tests mentioned previously (see Tables 10, 12, and 14). Finally, it
is mentioned that the average mean values related to the remaining situations
are also around 3.0, meaning that the participants’ reflections to the contents
of the questions belonging to these situations are also positive. Table 15: Average mean values of the answer
scores of the questions related to the respective flow situations obtained from
the questionnaire surveys of the participants’ opinions.
As a summary of this section, it may be said in general that the proposed “Zen-Drop” system is
effective to help the participants to get into the states of the flow
experience presented by Csikszentmihalyi [4] as
described in Table 1. Specifically, the following observations may be
concluded: 1) the immediate feedbacks of “Zen-Drop” are
prominent to the participant; 2) the participants can conduct
self-concentration while interacting with the proposed system; 3) involving the participants in the proposed
“Zen-Drop” process can bring pleasure to them. 3.6. INTERVIEWS WITH EXPERTS
To obtain more suggestions for improving the
proposed system, open-ended interviews
with experts have been conducted in the public exhibition, and the results were
compared with those of the questionnaire surveys. Three experts were invited
for the interviews, as introduced previously. Two shots of the situations of
them participating in the Bodhi-tree watering process are shown in Figure 9. The topics of the interviews with the experts include three aspects: feedback of the interactive scheme, degree of the participant’s concentration,
and usability of the interactive process.
The opinions collected from the interviewed experts are summarized in the
following.
Figure 9: Two
shots of the invited experts participating in the Bodhi-tree watering process
before being interviewed. (a) One of the experts watering the tree. (b) Another
expert watering the tree. The topics
of the interviews with the experts include three aspects: feedback of the
interactive scheme, degree of the participant’s concentration, and usability of
the interactive process. The opinions collected from the interviewed experts
are summarized in the following. 1)
About the aspect of feedback of the
interactive scheme ·
The audio-visual effects of the interactive installation are obvious,
yielding clear feedbacks to the user. ·
The green and red lighting of the Bodhi tree leaves are prominent. ·
About the auditory feedback, if the issued sound for each different
stage of watering is distinct, then the interactive feedback and the degree of
concentration will be clearer. 2)
About the aspect of degree of concentration
training ·
It is necessary for a user to practice concentration to a certain degree
of persistency before he/she can master it in mind to increase his/her patience. ·
The “Zen-Drop” installation can help adjustment of concentration and
self-learning of it. ·
The “Zen-Drop” system allows people and children to practice
concentration and, via the interaction, to look back at themselves and control
their own thoughts and attention. 3)
About the aspect of usability of interaction ·
The Bodhi tree is too high for the user to keep smooth interactions with
the system. ·
The users all know the interactive operations very well. ·
The interactive operations via Bodhi tree watering are new and
interesting. 3.7. COMPARING THE RESULTS FROM QUESTIONNAIRE SURVEYS AND EXPERT INTERVIEWS
The summaries
of the opinions collected from questionnaire surveys and the open-ended expert
interviews are both listed in Table 16. A detailed comparison of the two
summaries can find four common views as described in the following and shown in
Table 17, where the respective questions related to these four viewpoints are
also listed: 1) the immediate feedbacks of the “Zen-Drop”
system are obvious; 2) the respondents can adjust their
self-concentration by interacting with “Zen-Drop”; 3) the respondents can get into the states of
flow experience during interaction; and 4) integrating water and Zen into the
interactive installation is interesting to the participants. Table 16: Comparisons between
the opinions collected from questionnaire surveys and expert interviews.
Table 17: Conclusions
of the comparison of the opinions in Table 16 with related questionnaire
questions.
4. CONCLUSIONSIn this study, the researcher implements an
interactive system “Zen-Drop” by combining the use of water and the concept of
Zen into the design the system. After a public exhibition, the researcher of
this study assesses the users’ opinions on the flow experience by conducting
questionnaire surveys and expert interviews, from which the following conclusions
are drawn. 1)
The man-machine interaction offered by the
proposed system is innovative and interesting Having
reviewed some cases of
interactive installations associated with water sensors, an interactive
installation, namely, the “Zen-Drop” system, has been designed by using water
as the interactive medium. The participants can have a different interactive
experience due to the characteristic of watering. The water sensors can be
triggered to brighten the Bodhi tree leaves through water conductivity, which
is innovative and interesting. 2)
The immediate feedbacks of the proposed
system helps the participants concentrate on their action control With
their engagement in the watering process and the feedbacks of the proposed “Zen-Drop”
system, the participants can interact with the installation in an instant
fashion. The immediacy of the audio-visual feedbacks of the Bodhi tree in the
system can surprise them in the interactive process, increasing their
motivation to concentrate on controlling the watering action to obtain more
feedbacks from the system. 3)
The
interactive Bodhi-tree watering process allows the participant to obtain flow
experiences The research
results presented previously demonstrate that the participants accepted
watering as the interactive approach of the “Zen-Drop” system, and tried to
focus on controlling the use of the wooden spoon during the watering process.
They also agreed that successful uses of the system brought them the feeling of
pleasure after the interaction. Despite that, the extent of being in the state
of the flow experience is not significant since the interaction is not so much
a challenge to many of the participants, as observed in this study. The
difficulty of interacting with the device may be raised to increase their
involvement in the flow experience. In short, it
can be concluded that via the Bodhi-tree watering process of the proposed “Zen-Drop”
system, the aim of this study, namely, “designing a tangible interactive device
to help a participant to practice concentration or mind control to get into the
flow state which is equivalent to the ambience of Zen,” may said to have been
accomplished. Considering the significance of the system’s feedbacks in the
man-machine interaction process, future studies may be directed to utilizing
more types of audio-visual feedbacks to enhance the system’s effectiveness in
helping mind control and concentration. Besides, efforts may also be put on
using the interactive installation as an auxiliary device for helping growing
children to train their patience and concentration. SOURCES OF FUNDINGThis research received no specific grant from any funding agency in the public, commercial, or not-for-profit sectors. CONFLICT OF INTERESTThe author have declared that no competing interests exist. ACKNOWLEDGMENTNone. REFERENCES
[2]
K.
T. Yit, “Dialogue between science and buddhism: the
cases of buddhist meditation and science,”
Universitas: Monthly Review of Philosophy and Culture, Vol. 35, 2008, pp.
97-121.
[3]
Y.
H. Chen, “A discussion on approaching of Zenism and new media art - A case study
of Taiwan contemporary art,” Journal of National Taiwan College of Arts, Vol.
81, 2007, pp. 53-69.
[5]
M.
Csikszentmihalyi, F. Massimini and A. D. Fave, “Flow and biocultural
evolution,” in Optimal Experience: Psychological Studies of Flow in
Consciousness, M. Csikszentmihalyi and I. S. Csikszentmihalyi, Eds., Cambridge,
UK: Cambridge University Press, 1988, pp. 60-81.
[7]
B.
H. Kantowitz and R. D. Sorkin, Human Factors: Understanding People-system
Relationships. New York, NY, USA: Wiley, 1983, pp. 156-159.
[8]
D.
Fallman, “The interaction design research triangle of design practice, design
studies, and design exploration,” Design Issues, Vol. 24, 2008, pp. 4-18.
[9]
Interactive
Productline IP. “Mindball Game (2003).” [Online].
Available: https://www.mindballplay.com/mindball-game/, Accessed on: Aug. 16,
2019. [11] Ventura California. “So-Cal NewsTubular Zen (2008).” [Online]. Available:
https://www.youtube.com/watch?v=Hg6RnqhF6oE, Accessed on: Aug. 19, 2019. [13] P. Demarinis. “Rain Dance (2001).” [Online].
Available: http://www.dac.tw/daf06/info/photo3.html, Accessed on: Feb. 20,
2019. [14] P. Kirn. “Mocean
- Water as Musical Instrument (2005).” [Online]. Available:
https://cdm.link/2005/04/mocean-water-as-musical-instrument/, Accessed on: Feb.
20, 2019. [15] G. Lasserre and A. met den Ancxt. “Kymapetra - The singing
stones (2008),” [Online]. Available:
http://www.scenocosme.com/kimapetra_en.htm, Accessed on Aug. 16, 2019. [17] M. Richardson. “Digidrench (2011).” [Online]. Available: https://vimeo.com/31521122, Accessed on:
Aug. 16, 2019. [20] J. C. Nunnally, Psychometric
Theory, 2nd ed. New York, NY, USA: McGraw-Hill, 1978.
|