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

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Time and Design: Seven Sensitivities 时间与设计:7种敏感性
Verena Fuchsberger, Martin Murer, M. Tscheligi
In this work in progress, we present a set of seven design sensitivities, which address time in interaction design. We exemplarily illustrate how time affects and is affected by tangible, embodied, or embedded artifacts. Thereby, we discuss slow versus fast technology, time as context of use, time as theme, time as content, ephemerality, historicality, and chronology. Those design sensitivities are an initial step towards a framing of the different notions and aspects in regards to time in interaction design.
在这项正在进行的工作中,我们提出了一组七个设计敏感性,它们解决了交互设计中的时间问题。我们举例说明时间如何影响和被有形的、具体化的或嵌入的工件所影响。因此,我们将讨论慢速技术与快速技术、作为使用语境的时间、作为主题的时间、作为内容的时间、短暂性、历史性和年代学。这些设计敏感性是构建交互设计中关于时间的不同概念和方面的第一步。
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引用次数: 3
Tangible Interactive Ambient Display Prototypes to Support Learning Scenarios 有形的交互式环境显示原型,以支持学习场景
D. Börner, Bernardo Tabuenca, Jeroen Storm, Sven Happe, M. Specht
This paper describes the research and development of tangible interactive ambient display prototypes to support learning scenarios. Therefore a prototypical system design called the Feedback Cube is presented. The prototypes combine motion sensors, visual and auditive actuators, as well as wireless communication capabilities in a cubic layout. An initial formative study underpins the prototypes' potential to facilitate interaction and/or indicate feedback. Based on the presented results possible applications scenarios in a learning context are outlined.
本文描述了支持学习场景的有形交互式环境显示原型的研究和开发。因此,提出了一个称为反馈立方体的原型系统设计。原型车将运动传感器、视觉和听觉执行器以及无线通信功能结合在一起。最初的形成性研究巩固了原型促进交互和/或指示反馈的潜力。根据提出的结果,概述了在学习环境中可能的应用场景。
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引用次数: 12
Session details: Paper Session 6: Cool New Stuff 会议细节:论文会议6:Cool New Stuff
P. Bennett
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引用次数: 0
Re-Orientating Time in Product Design: A Phenomenology-inspired Perspective 产品设计中的时间重新定位:现象学启发的视角
Jelle Stienstra, B. Hengeveld, Caroline Hummels
This paper presents a work in progress design case that is used to exemplify how a phenomenology-inspired perspective on time can impact the design of highly interactive systems and products. The design presents a calendar with a re-orientated layout that is based on a bodily relationship with time, rather than on the more established linear chronological layout found in most products and systems. The presented design offers a promising perspective as well as emergent technical issues and questions. With this work we hope to inspire interaction designers to consider embodied mechanisms.
本文提出了一个正在进行的设计案例,用于举例说明现象学启发的时间视角如何影响高度交互系统和产品的设计。设计呈现了一个重新定位布局的日历,它基于与时间的物理关系,而不是在大多数产品和系统中发现的更成熟的线性时间顺序布局。提出的设计提供了一个有希望的前景,以及紧急的技术问题和问题。通过这项工作,我们希望能启发交互设计师去考虑具体化的机制。
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引用次数: 0
Tele Echo Tube: Beyond Cultural and Imaginable Boundaries 远程回声管:超越文化和想象的界限
H. Kobayashi, Akio Fujiwara, Kazuhiko W. Nakamura, Kaoru Saito, K. Sezaki
Tele Echo Tube (TET) is a speaking tube installation that acoustically interacts with a deep mountain echo through the slightly vibrating lampshade like interface. TET allows users to interact with the mountain echo living at 1,200 meter elevation in The University of Tokyo Forests (35°94-N,138°80-E) in real time through an augmented echo sounding experience with the vibration over a satellite data network through the position of Von Uexkull's "Umwelt". This novel interactive system can create an imaginable presence of the mythological creature in the undeveloped natural locations beyond our cultural and imaginable boundaries. In doing so, TET discovers the cultural cognitive processes of our imagination mechanism. Such a discovery would help us design an interactive system that leverages the boundary of the real and virtual worlds by engaging a culturally cognition to perform a nonhuman-centric interaction with a culturally imaginable creature.
远程回声管(TET)是一种说话管装置,通过轻微振动的灯罩状界面与深山回声进行声学交互。TET允许用户通过Von Uexkull的“Umwelt”位置通过卫星数据网络的振动增强回声探测体验,实时与生活在东京森林大学海拔1200米(35°94-N,138°80-E)的山区回声进行互动。这种新颖的互动系统可以在我们文化和想象的边界之外的未开发的自然地点创造神话生物的想象存在。在此过程中,TET发现了我们想象机制的文化认知过程。这样的发现将帮助我们设计一个互动系统,利用现实世界和虚拟世界的边界,通过参与文化认知,与文化上可想象的生物进行非以人为中心的互动。
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引用次数: 7
Social Textiles: Social Affordances and Icebreaking Interactions Through Wearable Social Messaging 社交纺织品:通过可穿戴社交信息的社交支持和破冰互动
Viirj Kan, Katsuya Fujii, J. Amores, C. Zhu, P. Maes, H. Ishii
Wearable commodities are able to extend beyond the temporal span of a particular community event, offering omnipresent vehicles for producing icebreaking interaction opportunities. We introduce a novel platform, which generates social affordances to facilitate community organizers in aggregating social interaction among unacquainted, collocated members beyond initial hosted gatherings. To support these efforts, we present functional work-in-progress prototypes for Social Textiles, wearable computing textiles which enable social messaging and peripheral social awareness on non-emissive digitally linked shirts. The shirts serve as catalysts for different social depths as they reveal common interests (mediated by community organizers), based on the physical proximity of users. We provide 3 key scenarios, which demonstrate the user experience envisioned with our system. We present a conceptual framework, which shows how different community organizers across domains such as universities, brand communities and digital self-organized communities can benefit from our technology.
可穿戴商品能够超越特定社区活动的时间跨度,为创造打破僵局的互动机会提供无所不在的工具。我们引入了一个新颖的平台,它可以产生社会支持,以促进社区组织者在不熟悉的人之间聚集社会互动,而不是最初主办的聚会。为了支持这些努力,我们提出了社会纺织品的功能性工作原型,可穿戴计算纺织品,可以在非排放数字链接衬衫上实现社会信息传递和周边社会意识。这些t恤是不同社交深度的催化剂,因为它们揭示了共同的兴趣(由社区组织者调解),基于用户的物理距离。我们提供了3个关键场景,它们演示了我们的系统所设想的用户体验。我们提出了一个概念框架,展示了不同领域的社区组织者如何从我们的技术中受益,如大学、品牌社区和数字自组织社区。
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引用次数: 77
Interactive Infrastructures: Towards a Language for Distributed Interfaces 交互基础结构:面向分布式接口的语言
Bert Bongers
An interactive infrastructure allows people to have access to the parameters of an interactive environment in real time, potentially leading to an increased productivity, decrease of energy and material consumption, and generally greater satisfaction and experience. However, there is a need for a universal communication language between the elements of such an infrastructure and the real world. A language that can connect the Internet of Things, media contents, and people. The workshop will bring together a number of participants from the field of Tangible and Embedded Interaction, who have ideas, insights and experience in developing communication languages. Rather than a symposium or mini-conference format, the format for the day is that of a working group consisting experts and contributors. This working group will establish the groundwork for the interactive infrastructures language.
交互式基础设施允许人们实时访问交互式环境的参数,这可能会提高生产力,减少能源和材料消耗,并通常带来更高的满意度和体验。然而,在这种基础设施的元素和现实世界之间需要一种通用的通信语言。一种可以连接物联网、媒体内容和人的语言。研讨会将汇集来自有形和嵌入式交互领域的许多参与者,他们在开发沟通语言方面有想法,见解和经验。这一天的形式不是专题讨论会或小型会议,而是由专家和贡献者组成的工作组。这个工作组将为交互式基础结构语言奠定基础。
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引用次数: 1
Session details: Paper Session 4: Making Connections 会议详情:论文会议4:建立联系
K. Wolf
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引用次数: 0
Olegoru: A Soundscape Composition Tool to Enhance Imaginative Storytelling with Tangible Objects Olegoru:一个音景合成工具,用有形的物体增强富有想象力的故事叙述
Chuan-Che Huang, Yu-Jen Lin, Xinda Zeng, Mark W. Newman, M. S. O'Modhrain
Learning storytelling is beneficial for children's development. Various tools have been proposed to expand the set of materials children can use to compose their stories. However, most previous research focuses on enhancing the visual aspect of storytelling and underexplores the acoustic elements needed for children's stories. In this paper, Olegoru1, a sound composition tool in the form of magic gloves and soul stones, is proposed to augment children's storytelling when using physical objects. Children can create contextual and regional sound effects as well as event-based acoustics through speech, non-verbal and gestural interaction, and could potentially enable children to create more immersive story-worlds. To investigate the technical feasibility of such tool, a preliminary prototype was built that accepts a limited number of vocalized sound effects and vocabulary.
学习讲故事对孩子的发展是有益的。人们提出了各种各样的工具来扩展孩子们可以用来写故事的材料集。然而,大多数先前的研究侧重于增强讲故事的视觉方面,而对儿童故事所需的声学元素的探索不足。本文提出了一种以魔法手套和灵魂石为形式的声音作曲工具Olegoru1,以增强儿童在使用实物时讲故事的能力。孩子们可以通过语言、非语言和手势互动创造情境和区域音效,以及基于事件的音响效果,这可能使孩子们创造出更身临其境的故事世界。为了研究这种工具的技术可行性,我们制作了一个接受有限数量的声音效果和词汇的初步原型。
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引用次数: 9
Designing the Unexpected: Endlessly Fascinating Interaction for Interactive Installations 设计意想不到的:互动装置的无限迷人互动
Lindsay MacDonald, J. Brosz, Miguel A. Nacenta, Sheelagh Carpendale
We present A Delicate Agreement, an interactive art installation designed to intrigue viewers by offering them an unfolding story that is endlessly fascinating. To achieve this, we set our story in the liminal space of an elevator, and populated this elevator with a set of unique characters. Viewers watch the story unfold through peepholes in the elevator's doors, where in turn their gaze can trigger changes in the storyline. This storyline's interactive response was created via a complex adaptive system using simple rules based on Goffman's performance theory.
我们展示了一个微妙的协议,一个互动艺术装置,旨在通过向观众提供一个无休止的迷人的展开故事来吸引观众。为了实现这一点,我们将故事设置在电梯的有限空间中,并在电梯中填充一组独特的角色。观众通过电梯门上的窥视孔观看故事展开,他们的目光反过来可以引发故事情节的变化。这个故事情节的互动反应是通过一个复杂的自适应系统,使用基于Goffman的表演理论的简单规则创建的。
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引用次数: 5
期刊
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
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