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.
{"title":"Lightwear: An Exploration in Wearable Light Therapy","authors":"Halley P. Profita, A. Roseway, M. Czerwinski","doi":"10.1145/2677199.2680573","DOIUrl":"https://doi.org/10.1145/2677199.2680573","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"5 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":"129297881","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}
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.
{"title":"Resisting Alignment: Code and Clay","authors":"D. Rosner, Miwa Ikemiya, Tim Regan","doi":"10.1145/2677199.2680587","DOIUrl":"https://doi.org/10.1145/2677199.2680587","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"102 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":"124207339","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}
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.
{"title":"Integrating Theories of Mind with Tangible and Embedded Interaction Design","authors":"Ilhan Aslan, Verena Fuchsberger, M. Tscheligi, J. V. Dijk","doi":"10.1145/2677199.2683581","DOIUrl":"https://doi.org/10.1145/2677199.2683581","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"11 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":"131829987","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}
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.
{"title":"Button Matrix: How Tangible Interfaces can Structure Physical Experiences for Learning","authors":"Emily S. Cramer, A. Antle","doi":"10.1145/2677199.2680566","DOIUrl":"https://doi.org/10.1145/2677199.2680566","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"38 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":"133002358","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}
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.
{"title":"Remnance of Form: Altered Reflection of Physical Reality","authors":"Sang-won Leigh, A. Roseway, A. Paradiso","doi":"10.1145/2677199.2690874","DOIUrl":"https://doi.org/10.1145/2677199.2690874","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"19 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":"115343212","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}
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.
{"title":"TACTIC: An API for Touch and Tangible Interaction","authors":"Rafael Nunes, F. Rito, Carlos M. Duarte","doi":"10.1145/2677199.2680592","DOIUrl":"https://doi.org/10.1145/2677199.2680592","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"100 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":"115732881","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}
{"title":"Session details: Paper Session 7: Supporting Designers","authors":"B. Hengeveld","doi":"10.1145/3246886","DOIUrl":"https://doi.org/10.1145/3246886","url":null,"abstract":"","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"55 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":"114902375","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}
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.
{"title":"Metamorphosis","authors":"Younghui Kim, Sanghwa Hong, Kyung-Shin Kim, Kwanu Park","doi":"10.1145/2677199.2690876","DOIUrl":"https://doi.org/10.1145/2677199.2690876","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 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":"117173794","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}
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.
{"title":"Touch Wire: Interactive Tangible Electricty Game for Kids","authors":"M. Saenz, J. Strunk, Sharon Lynn Chu Yew Yee, J. Seo","doi":"10.1145/2677199.2687912","DOIUrl":"https://doi.org/10.1145/2677199.2687912","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"17 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":"116279894","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}
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.
{"title":"Wall Relief: A Health-Oriented Interactive Installation for the Workplace Environment","authors":"Halley P. Profita, Donald Brinkman, A. Lim, Ross Smith","doi":"10.1145/2677199.2688811","DOIUrl":"https://doi.org/10.1145/2677199.2688811","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"16 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":"123721191","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}