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

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Lightwear: An Exploration in Wearable Light Therapy 光服:可穿戴式光疗法的探索
Halley P. Profita, A. Roseway, M. Czerwinski
We present "Lightwear", a series of garment-based, lightweight, light-emitting wearables designed to administer light therapy for on-the-go treatment of Seasonal Affective Disorder (SAD). Bright Light Therapy (BLT) has been used to treat SAD for more than 25 years. While light boxes continue to serve as the predominant method of treatment, it often requires a user to sit at a dedicated location for a sustained period of time (30-60 minutes), rendering therapy inconvenient and resulting in unsatisfactory compliance rates. To date, there have been few successful products developed for wearability and portability to ease the uncomfortable nature of light box treatment. However, new low-profile, light-emitting sources yield opportunities for less cumbersome textile integration and wearability. We explore the integration of light into textile substrates that focus on fashion-forward wearables which can, in turn, address BLT efficacy, usability, and convenience.
我们提出了“Lightwear”,这是一系列基于服装的轻质发光可穿戴设备,旨在为季节性情感障碍(SAD)的即时治疗提供光疗法。光明疗法(BLT)用于治疗SAD已有超过25年的历史。虽然灯箱仍然是主要的治疗方法,但它通常要求使用者在专用位置持续坐一段时间(30-60分钟),使治疗不方便,并导致不满意的依从率。迄今为止,很少有成功的产品开发可穿戴性和便携性,以缓解灯箱处理的不舒服性质。然而,新的低姿态、发光光源为不那么麻烦的纺织品集成和可穿戴性提供了机会。我们探索将光整合到纺织基材中,专注于时尚前沿的可穿戴设备,从而解决BLT的功效、可用性和便利性。
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引用次数: 20
Resisting Alignment: Code and Clay 抵制对齐:代码和粘土
D. Rosner, Miwa Ikemiya, Tim Regan
Today thousands of artists, designers, and craftspeople turn to digital fabrication tools to invent and manufacture new forms. They use vector-graphics software to sketch models, laser-cutters to customize parts, and 3D printers to generate prototypes. However, how our experiences of expressivity, skill and value shift with these developments remains under-explored. This paper describes our early engagements with emerging fabrication technologies in the domain of ceramics, one of our oldest and most enduring artistic mediums. In particular, we detail a collaboration with Helen Martino that resulted in the Sound Bowl, a vessel designed to record an audio message through surface undulations, much like a vinyl record. As an example of design as inquiry, we developed the bowl to explore the integration of digital fabrication in ceramics production. In the process, we found new and intriguing tensions in the entanglement of code and clay: contrasting temporal frames, blurred traces of breakage, and coinciding human senses. We discuss implications of these observations on the nature and organization of embodied interaction.
今天,成千上万的艺术家、设计师和工匠转向数字制造工具来发明和制造新的形式。他们使用矢量图形软件绘制模型草图,使用激光切割机定制零件,使用3D打印机生成原型。然而,我们对表现力、技能和价值的体验如何随着这些发展而变化,我们仍未得到充分探索。本文描述了我们在陶瓷领域新兴制造技术的早期参与,陶瓷是我们最古老和最持久的艺术媒介之一。我们特别详细介绍了与海伦·马蒂诺(Helen Martino)合作的声音碗(Sound Bowl),这是一种通过表面波动记录音频信息的容器,很像黑胶唱片。作为设计作为探究的一个例子,我们开发了碗来探索数字制造在陶瓷生产中的集成。在这个过程中,我们在代码和粘土的纠缠中发现了新的和有趣的张力:对比的时间框架,模糊的破损痕迹,以及人类感官的一致。我们将讨论这些观察结果对具身互动的性质和组织的影响。
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引用次数: 43
Integrating Theories of Mind with Tangible and Embedded Interaction Design 将心理理论与有形和嵌入式交互设计相结合
Ilhan Aslan, Verena Fuchsberger, M. Tscheligi, J. V. Dijk
Theories of how the human mind works have inspired but also constrained negatively and positively - interaction design. Today's interfaces can potentially take any (physical and digital) form. Therefore, there is a need to prevent users from learning necessities for every single interface. To address the issue, interaction designers increasingly constrain their design decisions based on their conceptions of users' capacities and skills that already exist and are based on prior interactions with the real world. These skills, such as hand-eye coordination, are essential for tangible interfaces, and directly relate to cognition. In this one-day workshop, we will discuss the role of theories of mind in contemporary human-computer interaction research, as those might provide us with a substantial understanding of cognition and human skills. The focus will be on embodied and situated theories and possible consequences of adopting an embodied and situated perspective on the design and analysis of tangible and embedded interaction.
人类思维如何工作的理论启发了交互设计,但也消极和积极地限制了交互设计。今天的界面可以采取任何形式(物理和数字)。因此,有必要防止用户学习每个单一界面的必需品。为了解决这个问题,交互设计师越来越多地根据他们对用户能力和技能的概念来约束他们的设计决策,这些概念已经存在,并且基于先前与现实世界的交互。这些技能,如手眼协调,对于有形界面来说是必不可少的,并且与认知直接相关。在这个为期一天的研讨会中,我们将讨论心理理论在当代人机交互研究中的作用,因为这些理论可能为我们提供对认知和人类技能的实质性理解。重点将放在具体和情境理论,以及采用具体和情境视角来设计和分析有形和嵌入式交互的可能后果。
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引用次数: 0
Button Matrix: How Tangible Interfaces can Structure Physical Experiences for Learning 按钮矩阵:有形界面如何构建学习的物理体验
Emily S. Cramer, A. Antle
Physical experiences are frequently used to represent mathematics to children. However, students sometimes fail to transfer performance to symbolic representations of problems. In this paper, we suggest that tangible interfaces can promote transfer by structuring physical experiences. We realize our concept in a system, Button Matrix, that uses coupled tactile, vibration and visual feedback to a) highlight features of a physical experience that represents arithmetic concepts and b) cue reflection on the links between the physical experience and mathematical symbols.
物理经验经常被用来向孩子们展示数学。然而,学生有时无法将表现转化为问题的符号表征。在本文中,我们认为有形界面可以通过构建物理体验来促进迁移。我们在一个系统中实现了我们的概念,按钮矩阵,它使用耦合的触觉,振动和视觉反馈来a)突出代表算术概念的物理体验的特征,b)提示物理体验与数学符号之间的联系的反射。
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引用次数: 16
Remnance of Form: Altered Reflection of Physical Reality 形式的残余:物理现实的改变反映
Sang-won Leigh, A. Roseway, A. Paradiso
Remnance of Form is an interactive installation that explores the dynamic tension between an object and its shadow. By fusing light, projection, and motion technologies, the shadow can now detach itself from its former role. This creates a new narrative that challenges our perception of reality, what's real and what's not.
形式的残余是一个互动装置,探索一个对象和它的阴影之间的动态张力。通过融合光、投影和运动技术,阴影现在可以从它以前的角色中分离出来。这创造了一种新的叙事,挑战我们对现实的感知,什么是真实的,什么是不真实的。
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引用次数: 9
TACTIC: An API for Touch and Tangible Interaction 策略:为触摸和有形交互提供API
Rafael Nunes, F. Rito, Carlos M. Duarte
Interactive surfaces, gesture recognition, object tracking, tangible interaction are increasingly moving from the research arena to the domain of commercial applications. However, the effort required to combine all these technologies is still a barrier preventing a wider adoption. In this paper, we present TACTIC, an API combining touch surfaces, tangibles, and the interaction space above the surface, in a way that allows developers to easily combine all these features, and distribute interfaces across multiple devices if required. Additionally, we present the results of a developer study showing how TACTIC is easy to learn and use.
交互式表面、手势识别、对象跟踪、有形交互正越来越多地从研究领域转向商业应用领域。然而,将所有这些技术结合起来所需要的努力仍然是阻碍更广泛采用的障碍。在本文中,我们提出了一种策略,即结合触摸界面、有形界面和界面上方的交互空间的API,这种方法允许开发者轻松地组合所有这些功能,并在需要时跨多个设备分发界面。此外,我们还展示了一项开发者研究的结果,显示了战术是如何容易学习和使用的。
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引用次数: 7
Session details: Paper Session 7: Supporting Designers 会议细节:论文会议7:支持设计师
B. Hengeveld
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引用次数: 0
Metamorphosis 蜕变
Younghui Kim, Sanghwa Hong, Kyung-Shin Kim, Kwanu Park
Drinking custom varies in different cultures as much as dining manners and etiquettes. The wearable project, 'Metamorphosis' is an artistic commentary toward Korean drinking culture in wearable technology. In Korea, drinking is like a social ritual for both personal and professional relationships from friends to colleagues. 'Metamorphosis' is a female garment created during 5 day Wearable Hackathone held by Art Center Nabi in June, 2014. It has a sensitive alcohol sensor embedded at the tip of the collar near mouth, which detects the level of the alcohol consumption from the wearer's breath and expresses in different colors and kinetic movements of the garment. Wearable, applied with culture and technology, can be a new media platform to express how social members of community feel or see.
在不同的文化中,饮酒习俗和用餐礼仪一样各不相同。可穿戴项目“Metamorphosis”是用可穿戴技术对韩国饮酒文化的艺术评论。在韩国,从朋友到同事,喝酒就像一种社交仪式,无论是个人关系还是工作关系。“Metamorphosis”是在2014年6月由Nabi艺术中心举办的为期5天的可穿戴黑客松活动中创作的一件女装。它在衣领尖端靠近嘴的地方嵌入了一个敏感的酒精传感器,它可以从穿着者的呼吸中检测酒精的摄入量,并以不同的颜色和衣服的动态运动来表达。可穿戴设备,与文化和技术相结合,可以成为一个新的媒体平台,表达社会成员的感受和看法。
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引用次数: 0
Touch Wire: Interactive Tangible Electricty Game for Kids 触摸线:儿童互动有形电子游戏
M. Saenz, J. Strunk, Sharon Lynn Chu Yew Yee, J. Seo
This paper presents Touch Wire, a learning environment for teaching the basics of electricity and electronic design to young children. Touch Wire combines a digital touch screen interface with tangible components to bring the concepts of electronic circuitry to the forefront, while removing the tedium of tasks such as wiring for young children. Grounded in constructivist theories of learning, Touch Wire will overlay information about the underlying electrical mechanics on the tablet interface to scaffold children's learning of electronics. Our demonstrations have given us insight into how to best move forward developing the blended tangible and graphical interfaces of Touch Wire to both enhance the fun experience for children and support their learning of electronic circuitry.
本文介绍了触摸线,一个学习环境,教基本的电力和电子设计的幼儿。Touch Wire将数字触摸屏界面与有形组件相结合,将电子电路的概念带到了最前沿,同时消除了为幼儿布线等乏味的任务。以建构主义学习理论为基础,Touch Wire将在平板电脑界面上覆盖有关潜在电子力学的信息,以支撑儿童的电子学习。我们的演示让我们深入了解了如何最好地向前发展Touch Wire的混合有形和图形界面,以增强孩子们的乐趣体验,并支持他们学习电子电路。
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引用次数: 12
Wall Relief: A Health-Oriented Interactive Installation for the Workplace Environment 墙壁浮雕:面向健康的工作环境互动装置
Halley P. Profita, Donald Brinkman, A. Lim, Ross Smith
Recently, workplace settings are reflecting a shift from traditional work-oriented values to promoting work/life balance and employee well-being. Technology has the ability to contribute to workplace enjoyment through the incorporation of employee activities and health-centric initiatives. Furthermore, tangible computing and interactive media can be used to explore novel interaction methods for positive user-computer experiences. We leverage these concepts to inform the development of a playful and engaging interactive installation aimed at promoting health-oriented experiences in the workplace. In this work, we detail our initial steps and design decisions to address this objective. The result is Wall Relief, a Tai Chi-inspired interactive wall unit developed to create an engaging, ephemeral experience that guides the user through a series of upper-body movements.
最近,职场环境正在从传统的以工作为导向的价值观向促进工作/生活平衡和员工福祉的转变。技术有能力通过纳入员工活动和以健康为中心的举措,促进工作场所的享受。此外,有形计算和互动媒体可以用来探索新的交互方法,以获得积极的用户-计算机体验。我们利用这些概念来设计一个有趣的、引人入胜的互动装置,旨在促进工作场所的健康体验。在这项工作中,我们详细介绍了实现这一目标的初始步骤和设计决策。结果就是Wall Relief,这是一款受太极启发的互动式墙体装置,旨在创造一种引人入胜的短暂体验,引导用户通过一系列上半身运动。
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引用次数: 5
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Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
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