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

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Spiky Starfish: Exploring 'Felt Technology' Through a Shape Changing Wearable Bag 尖刺海星:探索“毡技术”通过一个形状变化的可穿戴包
Young Suk Lee
In HCI there are attempts to create expressive computing by exploring emotional engagements through a wide range of shape-changing interfaces including experimental art, fashion, architecture, furniture, etc. These approaches range from hedonic design purposes, which represent novel ideas and materials to more informative design spaces, which allow users to interact with a visual interface in order to persuade users' behavior. By bridging these explorations, I present Spiky Starfish, a computational wearable bag, which utilizes "felt experience with technology" to influence user bodily interaction tactically and visually. It is designed to explore how expressive shape-changing interface create a disruptive interaction when peoples' habitual behavior triggers.
在HCI中,人们试图通过广泛的可改变形状的界面(包括实验艺术、时尚、建筑、家具等)来探索情感参与,从而创造出富有表现力的计算。这些方法的范围从享乐设计的目的,它代表了新颖的想法和材料,到更多的信息设计空间,允许用户与视觉界面交互,以说服用户的行为。通过连接这些探索,我提出了Spiky Starfish,这是一种可穿戴的计算包,它利用“技术的感觉体验”来影响用户在战术和视觉上的身体互动。它旨在探索当人们的习惯行为触发时,富有表现力的形状变化界面如何创建破坏性交互。
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引用次数: 8
The Kitsch-Instrument: Hackable Robotic Music 庸俗的乐器:可编程的机器人音乐
J. Harriman, Michael Theodore, M. Gross
We present a modular tangible user interface system and corresponding actuators for creating music with everyday objects. Users create percussive patterns by controlling algorithmic parameters, or by directly playing the interface. Various mechanical solutions allow users to investigate physical objects as sound sources. A standalone physical interface and an associated graphical programming environment enable different levels of user engagement and hardware/software transparency. We discuss a tool space in-between open and closed design concepts, as well as the physical and software design of the Kitsch-Instrument itself. We also describe recent interactions with the interface at a public event and discuss future plans.
我们提出了一个模块化的有形用户界面系统和相应的驱动器,用于用日常物品创作音乐。用户通过控制算法参数或直接播放界面来创建敲击模式。各种机械解决方案允许用户调查物理对象作为声源。独立的物理界面和相关的图形编程环境可以实现不同级别的用户参与和硬件/软件透明度。我们讨论了介于开放和封闭设计概念之间的工具空间,以及Kitsch-Instrument本身的物理和软件设计。我们还描述了最近在公共活动中与界面的交互,并讨论了未来的计划。
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引用次数: 7
Tactile Letters: A Tangible Tabletop with Texture Cues Supporting Alphabetic Learning for Dyslexic Children 触觉字母:一个有形的桌面与纹理线索支持字母学习困难的儿童
Min Fan, A. Antle
Dyslexic children have great difficulty in learning to read. While research in HCI suggests that tangible user interfaces (TUIs) have the potential to support children learning to read, few studies have explored how to help dyslexic children learn to read. Even fewer studies have specifically investigated the design space of texture cues in TUIs in supporting learning to read. In this paper, we present Tactile Letters, a multimodal tangible tabletop with texture cues developed to support English letter-sound correspondence learning for dyslexic children aged 5-6 years old. This prototype is used as a research instrument to investigate the role of texture cues in a multimodal TUI in alphabetic learning. We discuss the current knowledge gap, the theoretical foundations that informed our core design strategy, and the subsequent design decisions we made while developing Tactile Letters.
有诵读困难的儿童在学习阅读方面有很大困难。虽然人机交互研究表明,有形用户界面(TUIs)具有支持儿童学习阅读的潜力,但很少有研究探索如何帮助失读症儿童学习阅读。更少的研究专门调查了纹理线索在ui中的设计空间对学习阅读的支持。在本文中,我们介绍了触觉字母,这是一种多模态有形桌面,带有纹理线索,用于支持5-6岁阅读困难儿童的英语字母-声音对应学习。本文以该原型为研究工具,探讨了多模态图形交互系统中织体线索在字母学习中的作用。我们讨论了当前的知识差距,为我们的核心设计策略提供信息的理论基础,以及我们在开发Tactile Letters时做出的后续设计决策。
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引用次数: 17
TaraScope: Controlling Remote Telescopes Through Tangible Interaction TaraScope:通过有形的互动控制远程望远镜
T. Hogan, Dylan Goveas, Rebecca Noonan, Luke Twomey
In this paper we present TaraScope, a multimodal installation that enables student groups, participating in workshops at a Space Observatory in Ireland, to remotely manipulate and capture images from a robotic telescope situated in San Francisco, California. This project is developed as part of an international initiative between Blackrock Castle Observatory (BCO), Ireland and Chabot Space & Science Center, California, with the aim of connecting the two locations while also stimulating interest in astronomy, science, technology, engineering and math. We describe the design rationale and implementation of the installation, which is based on creating an inviting, apprehendable, inexpensive and engaging system that supports inquiry-led learning and group interactions. Furthermore, we present several initial observations on the user experience of the system that we gathered through a series of evaluations that we conducted at the Observatory.
在本文中,我们介绍了TaraScope,这是一种多模式装置,使学生团体能够参加爱尔兰空间天文台的研讨会,从位于加利福尼亚州旧金山的机器人望远镜远程操纵和捕获图像。该项目是爱尔兰贝莱德城堡天文台(BCO)和加州查伯特空间与科学中心(Chabot Space & Science Center)国际倡议的一部分,旨在连接两个地点,同时激发人们对天文学、科学、技术、工程和数学的兴趣。我们描述了该装置的设计原理和实现,其基础是创建一个诱人的、可理解的、廉价的、引人入胜的系统,支持探究式学习和小组互动。此外,我们将介绍我们在天文台进行的一系列评估中收集到的关于该系统用户体验的一些初步观察结果。
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引用次数: 4
Rapid Prototyping for Wearables: Concept Design and Development for head- and wrist-mounted Wearables (Smart Watches and Google Glass) 可穿戴设备的快速原型设计:头戴式和腕戴式可穿戴设备(智能手表和谷歌眼镜)的概念设计和开发
M. Billinghurst, D. Busse
This half-day hands-on studio will teach how to design and develop effective interfaces for head mounted and wrist worn wearable computers through the application of user-centered design principles. Attendees will learn gain the knowledge and tools needed to rapidly develop prototype applications, and also complete a hands-on design task. They will also learn good design guidelines for wearable systems and how to apply those guidelines. A variety of tools will be used that do not require any hardware or software experience, many of which are free and/or open source. Attendees will also be provided with material that they can use to continue their learning after the studio is over.
这个为期半天的动手工作室将教授如何通过应用以用户为中心的设计原则,为头戴式和腕戴式可穿戴计算机设计和开发有效的界面。与会者将学习快速开发原型应用所需的知识和工具,并完成实际的设计任务。他们还将学习可穿戴系统的良好设计准则以及如何应用这些准则。将使用各种不需要任何硬件或软件经验的工具,其中许多是免费和/或开源的。与会者还将获得一些材料,以便在工作室结束后继续学习。
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引用次数: 16
Tiles that Talk: Tangible Templates for Networked Objects 会说话的磁贴:网络对象的有形模板
David Bouchard, Steve Daniels
Fine art and design students face a novel set of challenges when asked to realize their creative vision with code-based projects. In this paper, we discuss the development of a system of tangible tiles and integrated software code factory that is intended to help students build bridges of understanding between proposed interactive and networked experiences and the required computer syntax, software libraries and hardware that animate those proposals. Our tiles help students see relationships between artistic concept and programmatic code by giving them intuitive tools that can be directly manipulated.
当要求美术和设计专业的学生用基于代码的项目实现他们的创造性愿景时,他们面临着一系列新的挑战。在本文中,我们讨论了有形瓦片和集成软件代码工厂系统的开发,旨在帮助学生在拟议的交互式和网络体验与所需的计算机语法、软件库和硬件之间建立理解桥梁。我们的瓷砖帮助学生看到艺术概念和编程代码之间的关系,给他们直观的工具,可以直接操纵。
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引用次数: 9
Designing for Humans in a Digital Age: Building Wearable Technology to Convey Information and Emotions 为数字时代的人类设计:构建可穿戴技术来传达信息和情感
B. Whitehouse, Stanley He
The purpose of our studio is to inspire attendees on what are the most important issues to think about when designing wearable technology products that provides meaningful experiences. During the studio, attendees will have the chance to discuss the best approach to design wearable tech products that can convey both meaningful information and emotions. Attendees will also build a prototype for a wearable technology product that solves a real problem, in a team setting. We will encourage attendees to think beyond well-known wearable technology categories such as smart watches, fitness bands, and smart glasses, but rather envision products that fit our body in newly imagined ways, creating new product categories altogether. The agenda of the studio will include discussion of "10 Principles of Good Design" by Dieter Rams, and case studies that shows the importance of invisible, unobtrusive design in wearable technology. A majority portion of the studio will be hands on, where attendees will design and prototype their own conceptual wearable tech product. The studio will be led by Billie Whitehouse, the co-founder and design director of Wearable Experiments. Since the company's takeoff in 2013, Billie has led multiple innovative wearable technology projects, such as Fundawear and Alert Shirt, which have won a Cannes Lion and Clio Sports Award respectively. Billie has recently made the list of 2014 Silicon Alley 100 by Business Insider. With a strong background in fashion and design, it is Billie's goal to put more intelligence into the clothes we wear every day.
我们工作室的目的是启发与会者在设计提供有意义体验的可穿戴技术产品时需要考虑的最重要的问题。在工作室期间,与会者将有机会讨论设计可穿戴技术产品的最佳方法,这些产品可以传达有意义的信息和情感。与会者还将在团队环境中构建可穿戴技术产品的原型,以解决实际问题。我们将鼓励与会者超越智能手表、健身手环和智能眼镜等众所周知的可穿戴技术类别,而是以新的想象方式设想适合我们身体的产品,创造新的产品类别。工作室的议程将包括讨论Dieter Rams的“优秀设计的10个原则”,以及展示隐形设计在可穿戴技术中的重要性的案例研究。工作室的大部分人将亲自动手,与会者将设计和制作自己的概念可穿戴技术产品。该工作室将由Billie Whitehouse领导,她是Wearable Experiments的联合创始人兼设计总监。自2013年公司起飞以来,Billie领导了多个创新的可穿戴技术项目,如Fundawear和Alert Shirt,分别获得了戛纳狮子奖和Clio体育奖。Billie最近被Business Insider评选为2014硅谷100强。拥有强大的时尚和设计背景,Billie的目标是为我们每天穿的衣服注入更多的智慧。
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引用次数: 2
Using a Tangible Versus a Multi-touch Graphical User Interface to Support Data Exploration at a Museum Exhibit 使用有形与多点触控图形用户界面来支持博物馆展览中的数据探索
Joyce Ma, Lisa Sindorf, Isaac Liao, Jennifer Frazier
We describe a study comparing the behavior of museum visitors at an interactive exhibit that used physical versus virtual objects to explore a large scientific dataset. The exhibit visualized the distribution of phytoplankton in the world's oceans on a multi-touch table. In one version, visitors used physical rings to look at the type and proportion of phytoplankton in different areas of the oceans, and in the other version they used virtual rings. The findings suggest that the physical rings better afforded touching and manipulations, which were prerequisites to further exploration, and attracted more groups, thereby providing opportunities for people to talk and share. However, the comparison did not detect any measurable differences in the thoroughness of visitors' interactions, the questions they asked, or on-topic talk with others at the exhibit. These results should help museum professionals and interaction designers better weigh the costs and benefits of tangible user interfaces.
我们描述了一项研究,比较了博物馆参观者在一个互动展览中的行为,该展览使用物理对象和虚拟对象来探索一个大型科学数据集。该展览将世界海洋浮游植物的分布可视化地展示在一张多点触控桌上。在一个版本中,游客使用物理环来查看海洋不同区域浮游植物的类型和比例,而在另一个版本中,他们使用虚拟环。研究结果表明,物理环更好地提供了触摸和操作,这是进一步探索的先决条件,并吸引了更多的群体,从而为人们提供了交谈和分享的机会。然而,对比并没有发现参观者互动的彻底程度、他们提出的问题或与展览中其他人的主题交谈方面有任何可测量的差异。这些结果可以帮助博物馆专业人士和交互设计师更好地衡量有形用户界面的成本和收益。
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引用次数: 60
Relationship Tunnel Vision: Altered Social Interaction Using Eye-Tracking 关系隧道视觉:使用眼球追踪改变社会互动
Mon-Chu Chen, Bongkeum Jeong, Víctor Rivera
We present a gaze-based installation enabling two participants to experience cycles of relationship "destroyed" by tunnel vision. The installation comprises a holographic projection screen and two eye-trackers. The trackers allow us to identify the gaze positions and onset of eye contacts. The holographic screen makes it possible to block out the eyesight by projection and to see through without projection. Two participants sitting on both sides of the screen will encounter series of artificial tunnel vision and blindness.
我们展示了一个基于凝视的装置,让两个参与者体验被隧道视觉“破坏”的关系循环。该装置包括一个全息投影屏幕和两个眼球追踪器。追踪器能让我们识别凝视的位置和眼神接触的开始。全息屏幕可以通过投影遮挡视线,也可以不通过投影透视。坐在屏幕两侧的两名参与者将遇到一系列人工隧道视觉和失明。
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引用次数: 2
TIMMi: Finger-worn Textile Input Device with Multimodal Sensing in Mobile Interaction TIMMi:移动交互中具有多模态传感的手指织物输入设备
S. Yoon, Ke Huo, V. P. Nguyen, K. Ramani
We introduce TIMMi, a textile input device for mobile interactions. TIMMi is worn on the index finger to provide a multimodal sensing input metaphor. The prototype is fabricated on a single layer of textile where the conductive silicone rubber is painted and the conductive threads are stitched. The sensing area comprises of three equally spaced dots and a separate wide line. Strain and pressure values are extracted from the line and three dots, respectively via voltage dividers. Regression analysis is performed to model the relationship between sensing values and finger pressure and bending. A multi-level thresholding is applied to capture different levels of finger bending and pressure. A temporal position tracking algorithm is implemented to capture the swipe gesture. In this preliminary study, we demonstrate TIMMi as a finger-worn input device with two applications: controlling music player and interacting with smartglasses.
我们介绍TIMMi,一种用于移动交互的纺织品输入设备。TIMMi戴在食指上,提供多模态感应输入隐喻。原型是在一层织物上制作的,上面涂上导电硅橡胶,并缝上导电线。感应区域由三个等间距的点和一条单独的宽线组成。通过分压器分别从线和三个点提取应变和压力值。对感应值与手指压力和弯曲之间的关系进行了回归分析。一个多层次的阈值被用于捕捉不同水平的手指弯曲和压力。实现了一种时间位置跟踪算法来捕获滑动手势。在这项初步研究中,我们展示了TIMMi作为一种手指佩戴的输入设备,具有两种应用:控制音乐播放器和与智能眼镜交互。
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引用次数: 38
期刊
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
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