In the Chapter 4 of ‘Where the Action Is’, Dourish mainly focus on the relationship between physical and social network of interactions in our temporal world, and how the intertwined embodiment might influence on HCI. From my point of view, the action of embodiment that can be divided two parts to discuss, that is, people’s social experience of embodiment in daily life and establishing the temporary relationship between known matter and unknown object by technology.
First of all, regarding embodiment of social experience, it more emphasises on a part of mundane experience for our daily life in the way that we are experiencing by unconscious behaviour and conventional participation. More specifically, in this case, the embodied interaction does not have the meaning of physical manipulation, but tend to produce the action of groups’ accumulated experience by using technology which is a medium that people are normally familiar with in order to strengthen the connection between the individuals and society. For example, it has been mentioned about the issue of sociological thinking on HCI in the paragraph of ‘Being in the Social World’ (p.121), in my opinion, embodied interaction of social experience, up to a point, possesses the characteristic of reflection of cognition from the physical world by virtual platform (e.g. Facebook) and extending of conversation, in turn, such ongoing action can impact gradually on our physical world as well, which is the way of social actors’ embodiment in this digital era. As Dourish mentioned (p.126), embodiment allows us to make it meaningful by engaged interaction in the world.
On the other hand, going back to embodied interface with author, he has mentioned the embodied interaction in 3-D computer games (p.101), which is, players can be
quickly familiar with the game rule based on the experience and knowledge by reference to our real world. Once they gain the rule and establish the certain
relationship in the virtual world, it might stimulate do the action which achieves the embodied interaction. In other words, the community remains playing the important role for individuals in either real world or virtual world, which means the individuals cannot be escapable from society, and extend the perception from the known matter that helps people who can recall the familiar experience and then do the similar action with subconsciousness in the embodied time and space. And technology in a way provides the multiple approaches for people to perceive and establish the updated cognition of new experience from embodied interaction.
Lastly, speaking of the potential applications of the concept of embodiment, personally, the area of how to make a connection of ‘appearance and being’ is my interests. I tend to experiment the real-time reflection from the user with abstract elements (e.g. sound and geometrical geography) in order to express the connection between the individual and external world / environment.