首页 > 最新文献

Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction最新文献

英文 中文
Material and Meaning in Tangible Interactions 有形互动中的物质和意义
Shad Gross
Tangible interactions have incorporated new materials into interaction design as well as new perspectives on how those materials can be made useful. The dissertation research I discuss here examines materials and forms in terms of how they both mediate information but also can represent meanings in their own right. My work emphasizes these meanings as an important aspect of the experience of tangible interactions.
有形的交互已经将新的材料整合到交互设计中,以及如何使这些材料变得有用的新视角。我在这里讨论的论文研究考察了材料和形式,它们如何既调解信息,又能以自己的权利代表意义。我的作品强调这些意义是有形互动体验的一个重要方面。
{"title":"Material and Meaning in Tangible Interactions","authors":"Shad Gross","doi":"10.1145/2677199.2691609","DOIUrl":"https://doi.org/10.1145/2677199.2691609","url":null,"abstract":"Tangible interactions have incorporated new materials into interaction design as well as new perspectives on how those materials can be made useful. The dissertation research I discuss here examines materials and forms in terms of how they both mediate information but also can represent meanings in their own right. My work emphasizes these meanings as an important aspect of the experience of tangible interactions.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116660224","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Universal Threshold Object: Designing Haptic Interaction for Televised Interactive Narratives 通用阈值对象:设计电视互动叙事的触觉交互
J. Chu, Paul G. Clifton, Hank Blumenthal, A. Nandakumar, Balasubramanium Ganapathi, J. Murray, Ali Mazalek
The "Universal Threshold Object" is a tangible device for television-like interactive narratives based on the TV show American Horror Story. The project uses gestural interactions with a tangible controller that provides haptic feedback as an interaction strategy to augment the narrative pleasures of immersion and dramatic agency. We leverage a branching scenario and story-driven gestural interaction with haptic feedback to provide limited sets of interactivity suitable for a television platform. From our research, design goals, and design process, we provide design implications for interactive narratives that employ gestural and haptic interactions.
“通用阈值对象”是一种有形的设备,用于类似电视的互动叙事,基于电视节目《美国恐怖故事》。该项目使用手势与一个提供触觉反馈的有形控制器进行交互,以增强沉浸感和戏剧性代理的叙事乐趣。我们利用分支场景和故事驱动的手势交互与触觉反馈来提供适合电视平台的有限交互性。从我们的研究、设计目标和设计过程中,我们提供了使用手势和触觉交互的交互式叙事的设计含义。
{"title":"Universal Threshold Object: Designing Haptic Interaction for Televised Interactive Narratives","authors":"J. Chu, Paul G. Clifton, Hank Blumenthal, A. Nandakumar, Balasubramanium Ganapathi, J. Murray, Ali Mazalek","doi":"10.1145/2677199.2680563","DOIUrl":"https://doi.org/10.1145/2677199.2680563","url":null,"abstract":"The \"Universal Threshold Object\" is a tangible device for television-like interactive narratives based on the TV show American Horror Story. The project uses gestural interactions with a tangible controller that provides haptic feedback as an interaction strategy to augment the narrative pleasures of immersion and dramatic agency. We leverage a branching scenario and story-driven gestural interaction with haptic feedback to provide limited sets of interactivity suitable for a television platform. From our research, design goals, and design process, we provide design implications for interactive narratives that employ gestural and haptic interactions.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127108700","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 13
Augmenting Children's Creative Self-Efficacy and Performance through Enactment-Based Animated Storytelling 通过基于动作的动画讲故事来增强儿童的创造性自我效能和表现
Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Kumar Sridharamurthy
At around age nine when social awareness and self-evaluation heighten, children experience a precipitous slump in creative engagement. We propose an enactment-based approach grounded in embodied cognition theories to support children's creative self-efficacy and creative thinking in storytelling during the period of this slump. Our investigation of the approach with 20 children indicated that enactment-based animated authoring improves children's sense of self-efficacy in creating stories, particularly for children with low to medium extraversion, and enables children to produce richer stories, especially for children who scored low on the baseline creativity test.
在9岁左右,当社会意识和自我评价增强时,孩子们的创造性投入会急剧下降。我们提出了一种基于具身认知理论的基于行为的方法来支持儿童在这种低迷时期讲故事的创造性自我效能和创造性思维。我们对20名儿童的调查表明,基于表演的动画创作提高了儿童在创作故事时的自我效能感,特别是对于中低外向性的儿童,并使儿童能够创作更丰富的故事,特别是对于在基线创造力测试中得分较低的儿童。
{"title":"Augmenting Children's Creative Self-Efficacy and Performance through Enactment-Based Animated Storytelling","authors":"Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Kumar Sridharamurthy","doi":"10.1145/2677199.2680602","DOIUrl":"https://doi.org/10.1145/2677199.2680602","url":null,"abstract":"At around age nine when social awareness and self-evaluation heighten, children experience a precipitous slump in creative engagement. We propose an enactment-based approach grounded in embodied cognition theories to support children's creative self-efficacy and creative thinking in storytelling during the period of this slump. Our investigation of the approach with 20 children indicated that enactment-based animated authoring improves children's sense of self-efficacy in creating stories, particularly for children with low to medium extraversion, and enables children to produce richer stories, especially for children who scored low on the baseline creativity test.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127118819","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 9
Interactive Paper: A Whirlwind Tour of Tangible Computing from the Digital Desk to Music Composition 互动论文:从数字办公桌到音乐创作的有形计算旋风之旅
W. Mackay
Interactive paper is a form of tangible computing that allows people to take full advantage of their existing cognitive and physical skills, and encourages us, as designers, to explore novel strategies for supporting creativity. This talk traces my own history with interactive paper, based on participatory design projects with creative professionals who successfully combine paper and computers. I begin with Pierre Wellner's ground-breaking Digital Desk in the 1990's and continue through to Phillippe LeRoux's Quid Sit Musicus in 2014, which used interactive paper both during composition and as an integral part of the live performance. The insights we gained from these projects has led to a new way of thinking about interaction design. Our concept of co-adaptive instruments is based on instrumental Interaction, which treats interaction as a first class object and co-adaptation, which helps users both learn (adapt to) and appropriate (adapt) interactive systems. By taking cues from how people interact in the physical world, we can create less brittle systems that are easier to learn and appropriate, and support a wide variety of creative activities. Wendy Mackay is a Research Director, Classe Exceptionnelle, at Inria, France, where she heads the In|Situ| research group in Human-Computer Interaction at the Université Paris-Sud. After receiving her Ph.D. from MIT, she managed research groups at Digital Equipment and Xerox EuroPARC, which were among the first to explore interactive video and tangible computing. She has been a visiting professor at University of Aarhus and Stanford University and recently served as Vice President for Research at the University of Paris-Sud. Wendy is a member of the ACM CHI academy, is a past chair of ACM/SIGCHI, chaired CHI'13 and recently received the ACM/SIGCHI Lifetime Acheivement Service Award. She also received the prestigious ERC Advanced Grant for her research on co-adaptive instruments. She has published over 150 peer-reviewed research articles in the area of Human-computer Interaction. Her current research interests include participatory design, creativity, co-adaptive instruments, mixed reality and interactive paper, and multidisciplinary research methods.
互动纸是一种有形的计算形式,它允许人们充分利用他们现有的认知和身体技能,并鼓励我们作为设计师,探索支持创造力的新策略。这次演讲回顾了我自己与互动纸的历史,基于与成功地将纸和电脑结合起来的创意专业人士的参与式设计项目。我从20世纪90年代Pierre Wellner开创性的Digital Desk开始,一直到2014年philippe LeRoux的Quid Sit Musicus,它在作曲和现场表演中都使用了互动纸。我们从这些项目中获得的见解已经引导了一种思考交互设计的新方式。我们的协同适应工具的概念是基于工具交互,它将交互视为一级对象和协同适应,帮助用户学习(适应)和适当(适应)交互系统。通过从人们在物理世界中的互动方式中获取线索,我们可以创建更容易学习和适当的不那么脆弱的系统,并支持各种各样的创造性活动。Wendy Mackay是法国Inria卓越班的研究主任,在那里她领导着巴黎南方大学人机交互原位研究小组。在获得麻省理工学院的博士学位后,她在数字设备和施乐欧洲parc管理研究小组,这是第一批探索交互式视频和有形计算的研究小组。她是奥胡斯大学和斯坦福大学的客座教授,最近曾担任巴黎南方大学研究副校长。Wendy是ACM CHI学院的成员,是ACM/SIGCHI的前任主席,曾担任ACM/SIGCHI的主席,最近获得了ACM/SIGCHI终身成就服务奖。她还因在共适应仪器方面的研究获得了著名的ERC高级资助。她在人机交互领域发表了150多篇同行评审的研究文章。她目前的研究兴趣包括参与式设计,创意,协同适应工具,混合现实和互动论文,以及多学科研究方法。
{"title":"Interactive Paper: A Whirlwind Tour of Tangible Computing from the Digital Desk to Music Composition","authors":"W. Mackay","doi":"10.1145/2677199.2683578","DOIUrl":"https://doi.org/10.1145/2677199.2683578","url":null,"abstract":"Interactive paper is a form of tangible computing that allows people to take full advantage of their existing cognitive and physical skills, and encourages us, as designers, to explore novel strategies for supporting creativity. This talk traces my own history with interactive paper, based on participatory design projects with creative professionals who successfully combine paper and computers. I begin with Pierre Wellner's ground-breaking Digital Desk in the 1990's and continue through to Phillippe LeRoux's Quid Sit Musicus in 2014, which used interactive paper both during composition and as an integral part of the live performance. The insights we gained from these projects has led to a new way of thinking about interaction design. Our concept of co-adaptive instruments is based on instrumental Interaction, which treats interaction as a first class object and co-adaptation, which helps users both learn (adapt to) and appropriate (adapt) interactive systems. By taking cues from how people interact in the physical world, we can create less brittle systems that are easier to learn and appropriate, and support a wide variety of creative activities. Wendy Mackay is a Research Director, Classe Exceptionnelle, at Inria, France, where she heads the In|Situ| research group in Human-Computer Interaction at the Université Paris-Sud. After receiving her Ph.D. from MIT, she managed research groups at Digital Equipment and Xerox EuroPARC, which were among the first to explore interactive video and tangible computing. She has been a visiting professor at University of Aarhus and Stanford University and recently served as Vice President for Research at the University of Paris-Sud. Wendy is a member of the ACM CHI academy, is a past chair of ACM/SIGCHI, chaired CHI'13 and recently received the ACM/SIGCHI Lifetime Acheivement Service Award. She also received the prestigious ERC Advanced Grant for her research on co-adaptive instruments. She has published over 150 peer-reviewed research articles in the area of Human-computer Interaction. Her current research interests include participatory design, creativity, co-adaptive instruments, mixed reality and interactive paper, and multidisciplinary research methods.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127189009","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Helping Hands: Wonders and Woes of Prosthetics Technologies 援助之手:假肢技术的奇迹与悲哀
F. R. Wilson
The human hand is not merely useful. It is arguably the most openly and inexhaustibly programmable biological machine in the universe. The partnership it forged with the brain and the rest of the human body over the span of many thousands of years not only made human life possible but reappears in every healthy new human baby as a legacy of wide-open prospects for adventure and discovery. For most large organisms, survival of the species has been won through the tactic of genetic and behavioral conservatism -- settling into a niche where skills are suited to needs, and where environmental change comes slowly compared to the pace of generational renewal. Humans, too, are genetically conservative, but our evolutionary path liberated us from repertoires of fixed and safe routines and turned us into behavioral improvisers. Possibly this happened because the childhood and adolescence of our species was spent crossing unfamiliar landscapes and chancing life in unpredictable environments. This migratory strategy didn't just save us, it transformed us. Over time we became "modern Homo sapiens" -- highly resourceful tool-makers and users who had learned to live together and to share labor, knowledge, and ideas. Eventually, having no real competitors, we put ourselves in charge of the shallow global compartment of oxygen-rich terrain where our ancestors had started hanging out millions of years ago. The downside of our survival strategy has been that what makes us so successful also makes us a danger to ourselves, as Greek mythology and Shakespeare so eloquently remind us. The latest irony and most recent danger is the perverse idea that our biology is our undoing, and that only technology can save us. It is this idea, or part of this idea, that I want to talk about here. Specifically, I want to consider our high hopes for "prosthetics technologies," by which I mean not only those devices and machines that are created to repair and replace broken or missing parts of ourselves but also the devices and machines we design and build to outdo ourselves.
人的手不仅有用。它可以说是宇宙中最公开的、用之不竭的可编程生物机器。在数千年的时间里,它与大脑和人体其他部分形成的伙伴关系不仅使人类的生命成为可能,而且作为冒险和发现的广阔前景的遗产,在每个健康的新人类婴儿身上重新出现。对于大多数大型生物来说,物种的生存是通过遗传和行为上的保守策略赢得的——在这里,技能适合需要,环境变化比世代更新的速度慢。人类在基因上也是保守的,但我们的进化路径把我们从固定和安全的常规中解放出来,把我们变成了行为上的即兴表演者。这可能是因为我们人类的童年和青春期是在陌生的风景中度过的,在不可预测的环境中改变生活。这种迁徙策略不仅拯救了我们,还改变了我们。随着时间的推移,我们变成了“现代智人”——足智多谋的工具制造者和使用者,他们学会了共同生活,分享劳动、知识和思想。最终,由于没有真正的竞争对手,我们把自己放在了全球富氧地形的浅舱里,数百万年前,我们的祖先就开始在那里生活。正如希腊神话和莎士比亚雄辩地提醒我们的那样,我们生存策略的缺点是,让我们如此成功的同时,也让我们对自己构成了威胁。最近的讽刺和最近的危险是一种反常的想法,即我们的生物学是我们的毁灭,只有技术才能拯救我们。我在这里想谈的就是这个观点,或者说这个观点的一部分。具体来说,我想考虑一下我们对“假肢技术”的高期望,我指的不仅是那些用来修复和替换我们自己损坏或缺失的部分的设备和机器,还包括我们设计和制造的超越我们自己的设备和机器。
{"title":"Helping Hands: Wonders and Woes of Prosthetics Technologies","authors":"F. R. Wilson","doi":"10.1145/2677199.2683577","DOIUrl":"https://doi.org/10.1145/2677199.2683577","url":null,"abstract":"The human hand is not merely useful. It is arguably the most openly and inexhaustibly programmable biological machine in the universe. The partnership it forged with the brain and the rest of the human body over the span of many thousands of years not only made human life possible but reappears in every healthy new human baby as a legacy of wide-open prospects for adventure and discovery. For most large organisms, survival of the species has been won through the tactic of genetic and behavioral conservatism -- settling into a niche where skills are suited to needs, and where environmental change comes slowly compared to the pace of generational renewal. Humans, too, are genetically conservative, but our evolutionary path liberated us from repertoires of fixed and safe routines and turned us into behavioral improvisers. Possibly this happened because the childhood and adolescence of our species was spent crossing unfamiliar landscapes and chancing life in unpredictable environments. This migratory strategy didn't just save us, it transformed us. Over time we became \"modern Homo sapiens\" -- highly resourceful tool-makers and users who had learned to live together and to share labor, knowledge, and ideas. Eventually, having no real competitors, we put ourselves in charge of the shallow global compartment of oxygen-rich terrain where our ancestors had started hanging out millions of years ago. The downside of our survival strategy has been that what makes us so successful also makes us a danger to ourselves, as Greek mythology and Shakespeare so eloquently remind us. The latest irony and most recent danger is the perverse idea that our biology is our undoing, and that only technology can save us. It is this idea, or part of this idea, that I want to talk about here. Specifically, I want to consider our high hopes for \"prosthetics technologies,\" by which I mean not only those devices and machines that are created to repair and replace broken or missing parts of ourselves but also the devices and machines we design and build to outdo ourselves.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127288652","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Situated Apparel: Designing to Reinforce Affective Communication 情境服装:加强情感交流的设计
Ye Tao, Hongyu Chen, Fei Meng, Xiaolian Zhang, Fangtian Ying, Cheng Yao
There is a prosperity in wearable media in data monitoring. Since the apparel can show personal tastes, emotions and attitudes, what if our clothes could express affective information throughout different situations? This paper presents a system for enhancing the experience of situated-base affective communication by information visualization. The paper discusses the leading features in a variety of specific contexts such as the information monitoring, the remote communication and the customization.
在数据监控方面,可穿戴媒体正在蓬勃发展。既然服装可以展示个人的品味、情感和态度,那么如果我们的服装可以在不同的情况下表达情感信息呢?本文提出了一种利用信息可视化技术增强基地情境情感交流体验的系统。本文讨论了在信息监控、远程通信和定制等各种具体环境下的主要特点。
{"title":"Situated Apparel: Designing to Reinforce Affective Communication","authors":"Ye Tao, Hongyu Chen, Fei Meng, Xiaolian Zhang, Fangtian Ying, Cheng Yao","doi":"10.1145/2677199.2687893","DOIUrl":"https://doi.org/10.1145/2677199.2687893","url":null,"abstract":"There is a prosperity in wearable media in data monitoring. Since the apparel can show personal tastes, emotions and attitudes, what if our clothes could express affective information throughout different situations? This paper presents a system for enhancing the experience of situated-base affective communication by information visualization. The paper discusses the leading features in a variety of specific contexts such as the information monitoring, the remote communication and the customization.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125078857","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Motors, Music and Motion 马达,音乐和运动
J. Bak, B. Verplank, D. Gauthier
Over the past four years the authors have conducted classes and workshops in design of systems for real-time digital synthesis of sound and haptic response. In response to current trends in Interaction Design education focusing on visual feedback and touchscreen interactions, the classes were developed to provide foundations for design students to leverage the potential of non-visual modes of interaction and provide them with tools and skills to develop complex multimodal, embodied experiences. These classes have been held in various institutions, have formed the basis for short workshops at conferences as well as provided tools for collaborations with external partners. In this paper we describe for the first time the extent of the project and reflect on this particular field of Interaction Design education.
在过去的四年中,作者在设计声音和触觉反应的实时数字合成系统方面进行了课程和研讨会。为了响应当前关注视觉反馈和触摸屏交互的交互设计教育趋势,这些课程的开发旨在为设计专业的学生提供基础,以利用非视觉交互模式的潜力,并为他们提供开发复杂的多模式、具体化体验的工具和技能。这些课程已在各机构举办,已成为会议上短期讲习班的基础,并为与外部伙伴合作提供了工具。在本文中,我们首次描述了这个项目的范围,并对交互设计教育的这个特定领域进行了反思。
{"title":"Motors, Music and Motion","authors":"J. Bak, B. Verplank, D. Gauthier","doi":"10.1145/2677199.2680590","DOIUrl":"https://doi.org/10.1145/2677199.2680590","url":null,"abstract":"Over the past four years the authors have conducted classes and workshops in design of systems for real-time digital synthesis of sound and haptic response. In response to current trends in Interaction Design education focusing on visual feedback and touchscreen interactions, the classes were developed to provide foundations for design students to leverage the potential of non-visual modes of interaction and provide them with tools and skills to develop complex multimodal, embodied experiences. These classes have been held in various institutions, have formed the basis for short workshops at conferences as well as provided tools for collaborations with external partners. In this paper we describe for the first time the extent of the project and reflect on this particular field of Interaction Design education.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125933453","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
VoxBox: A Tangible Machine that Gathers Opinions from the Public at Events VoxBox:收集公众意见的有形机器
Connie Golsteijn, Sarah Gallacher, Lisa Koeman, Lorna Wall, Sami Andberg, Y. Rogers, L. Capra
Gathering public opinions, such as surveys, at events typically requires approaching people in situ, but this can disrupt the positive experience they are having and can result in very low response rates. As an alternative approach, we present the design and implementation of VoxBox, a tangible system for gathering opinions on a range of topics in situ at an event through playful and engaging interaction. We discuss the design principles we employed in the creation of VoxBox and show how they encouraged wider participation, by grouping similar questions, encouraging completion, gathering answers to open and closed questions, and connecting answers and results. We evaluate these principles through observations from an initial deployment and discuss how successfully these were implemented in the design of VoxBox.
在活动中收集公众意见,如调查,通常需要接近现场的人,但这可能会破坏他们正在拥有的积极体验,并可能导致非常低的回答率。作为一种替代方法,我们展示了VoxBox的设计和实现,这是一个有形的系统,通过有趣和引人入胜的互动,在活动现场收集关于一系列主题的意见。我们讨论了我们在创建VoxBox时采用的设计原则,并展示了它们如何鼓励更广泛的参与,通过分组类似的问题,鼓励完成,收集开放式和封闭式问题的答案,以及将答案和结果联系起来。我们通过对初始部署的观察来评估这些原则,并讨论如何成功地在VoxBox的设计中实现这些原则。
{"title":"VoxBox: A Tangible Machine that Gathers Opinions from the Public at Events","authors":"Connie Golsteijn, Sarah Gallacher, Lisa Koeman, Lorna Wall, Sami Andberg, Y. Rogers, L. Capra","doi":"10.1145/2677199.2680588","DOIUrl":"https://doi.org/10.1145/2677199.2680588","url":null,"abstract":"Gathering public opinions, such as surveys, at events typically requires approaching people in situ, but this can disrupt the positive experience they are having and can result in very low response rates. As an alternative approach, we present the design and implementation of VoxBox, a tangible system for gathering opinions on a range of topics in situ at an event through playful and engaging interaction. We discuss the design principles we employed in the creation of VoxBox and show how they encouraged wider participation, by grouping similar questions, encouraging completion, gathering answers to open and closed questions, and connecting answers and results. We evaluate these principles through observations from an initial deployment and discuss how successfully these were implemented in the design of VoxBox.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126157294","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 68
Process Products: Capturing Design Iteration with Digital Fabrication 过程产品:用数字制造捕捉设计迭代
Tiffany Tseng, Geoffrey T Tsai
This paper introduces the concept of Process Products, or digitally fabricated objects embedded with visual representations of design process. The goal of this work is to use automation to capture the iterative process of designing and manufacturing objects using digital fabrication and encapsulate this information directly on the produced objects themselves. Documenting iteration can help designers communicate the evolution of their design, reveal strategies that designers use to create products, and help manufacturers of digital fabrication technologies understand how their tools are used. We propose three potential forms of Process Products: Process Heatmaps, Process Stacks, and Process Textures, as a way to spark discussion on capturing and representing iteration in the design of physical objects.
本文介绍了过程产品的概念,即嵌入设计过程的可视化表示的数字制造对象。这项工作的目标是使用自动化来捕获使用数字制造设计和制造对象的迭代过程,并将这些信息直接封装在生产的对象本身上。记录迭代可以帮助设计师沟通他们设计的演变,揭示设计师用于创建产品的策略,并帮助数字制造技术的制造商了解他们的工具是如何使用的。我们提出了过程产品的三种潜在形式:过程热图、过程堆栈和过程纹理,以激发对物理对象设计中捕获和表示迭代的讨论。
{"title":"Process Products: Capturing Design Iteration with Digital Fabrication","authors":"Tiffany Tseng, Geoffrey T Tsai","doi":"10.1145/2677199.2687891","DOIUrl":"https://doi.org/10.1145/2677199.2687891","url":null,"abstract":"This paper introduces the concept of Process Products, or digitally fabricated objects embedded with visual representations of design process. The goal of this work is to use automation to capture the iterative process of designing and manufacturing objects using digital fabrication and encapsulate this information directly on the produced objects themselves. Documenting iteration can help designers communicate the evolution of their design, reveal strategies that designers use to create products, and help manufacturers of digital fabrication technologies understand how their tools are used. We propose three potential forms of Process Products: Process Heatmaps, Process Stacks, and Process Textures, as a way to spark discussion on capturing and representing iteration in the design of physical objects.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123247285","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Sensing Touch Force using Active Acoustic Sensing 使用主动声学传感传感触摸力
Makoto Ono, B. Shizuki, J. Tanaka
We present a lightweight technique with which creators can prototype force-sensitive objects by attaching a pair of piezoelectric elements: one a vibration speaker and one a contact microphone. The key idea behind our technique is that touch force, in addition to the way the object is touched, can also be observed as different resonant frequency spectra. We also show that recognition of a touch and estimation of the touch force can be implemented by using the combination of support vector classification (SVC) and support vector regression (SVR). An experiment with an additional pressure sensor revealed that our technique might perform well in estimating touch force. We also show a tool for machine learning based on our technique that uses an animated guide, allowing creators to give the system both the training data and the labels for training machine learning needed for dealing with continuous-valued output such as SVR.
我们提出了一种轻量级的技术,创造者可以通过连接一对压电元件来制作力敏感物体的原型:一个是振动扬声器,一个是接触式麦克风。我们的技术背后的关键思想是,除了物体被触摸的方式之外,触摸力还可以通过不同的共振频谱来观察。我们还证明了使用支持向量分类(SVC)和支持向量回归(SVR)相结合的方法可以实现触摸识别和触摸力估计。一个附加压力传感器的实验表明,我们的技术可以很好地估计触摸力。我们还展示了一个基于我们的技术的机器学习工具,该工具使用动画指南,允许创建者为系统提供训练数据和训练机器学习所需的标签,以处理连续值输出(如SVR)。
{"title":"Sensing Touch Force using Active Acoustic Sensing","authors":"Makoto Ono, B. Shizuki, J. Tanaka","doi":"10.1145/2677199.2680585","DOIUrl":"https://doi.org/10.1145/2677199.2680585","url":null,"abstract":"We present a lightweight technique with which creators can prototype force-sensitive objects by attaching a pair of piezoelectric elements: one a vibration speaker and one a contact microphone. The key idea behind our technique is that touch force, in addition to the way the object is touched, can also be observed as different resonant frequency spectra. We also show that recognition of a touch and estimation of the touch force can be implemented by using the combination of support vector classification (SVC) and support vector regression (SVR). An experiment with an additional pressure sensor revealed that our technique might perform well in estimating touch force. We also show a tool for machine learning based on our technique that uses an animated guide, allowing creators to give the system both the training data and the labels for training machine learning needed for dealing with continuous-valued output such as SVR.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"165 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123337653","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 36
期刊
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1