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

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Designing the "Things" of the IoT 设计物联网的“事物”
Tom Jenkins
Building objects that question implicit assumptions of common systems can help to reframe technological artifacts. This work builds on an inexpensive prototyping platform that augments everyday objects in minimal ways as an early move towards engaging with the Internet of Things as a site for contestation in interaction design. These intend to account for a broader understanding of design as generating political objects - design things - that draw from the work of Bruno Latour and Studio Atelier. Finally, it introduces the concept of object ecologies as a way to both analyze existing ecosystems of design objects and generate new, speculative ones.
构建质疑公共系统隐含假设的对象可以帮助重新构建技术工件。这项工作建立在一个廉价的原型平台上,该平台以最小的方式增强了日常物品,作为参与物联网作为交互设计争论网站的早期举措。从布鲁诺·拉图尔(Bruno Latour)和Studio Atelier的作品中,我们可以更广泛地理解设计产生的政治对象——设计的东西。最后,它引入了对象生态学的概念,作为分析设计对象的现有生态系统和生成新的、推测性的生态系统的一种方法。
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引用次数: 22
Comparing Pictorial and Tangible Notations of Force Image Schemas 力象图式的形象化与形象化比较
J. Hurtienne, Diana Löffler, Patty Gadegast, Steffi Hußlein
Force image schemas (FIS) are cognitive representations of our naïve understanding of physical force dynamic events in the world. Designers have been struggling to apply FIS in their design processes, because their deliberate use has been made difficult by applying too abstract notations. In this paper we try to advance FIS as a possible theoretical framework for tangible design and present new pictorial and tangible notations of FIS that aim to be more directly applicable. The new notations were tested by asking non-experts to (1) match pictorial and tangible FIS representations to force image schema names and (2) to develop design ideas based on these pictorial or tangible representations. While the group working with the pictorial notations was more correct in assigning FIS names to FIS representations, design ideas tended to be more tangible and interactive in the group working with the tangible FIS notations.
力意象图式(FIS)是我们对世界上物理力动态事件naïve理解的认知表征。设计师们一直在努力在他们的设计过程中应用FIS,因为他们故意使用过于抽象的符号已经变得困难。在本文中,我们试图推进FIS作为有形设计的可能理论框架,并提出新的图形和有形的FIS符号,旨在更直接适用。通过要求非专家(1)匹配图形和有形的FIS表示来强制图像图式名称,以及(2)基于这些图形或有形表示来开发设计思想,对新符号进行了测试。虽然使用图形符号的小组在为FIS表示指定FIS名称方面更正确,但在使用有形FIS符号的小组中,设计思想往往更有形,更具互动性。
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引用次数: 7
Empowering Occupational Therapists with a DIY-toolkit for Smart Soft Objects 赋予职业治疗师一个智能软物体的diy工具包
A. Moraiti, V. Abeele, E. Vanroye, L. Geurts
We present an evaluation of a DIY-toolkit, designed to empower caregivers to create tailor-made, unique assistive solutions for their clients. More specifically, the toolkit aims to enable occupational therapists to turn everyday soft objects into smart devices that can be programmed to recognize certain manipulations. These smart objects can then be used to control applications or to play certain games. Our evaluation reveals that occupational therapists were able to make use of the toolkit without the aid of a technical expert. The therapists hacked everyday objects such as cushions, socks, cuddly toys and repurposed them for therapy. They computationally augmented them and tailored them to clients' needs and desires. From our evaluation, we also derive five guidelines that can inform others when creating DIY-toolkits for assistive technology.
我们提出了一个diy工具包的评估,旨在使护理人员能够为他们的客户创建量身定制的,独特的辅助解决方案。更具体地说,该工具包旨在使职业治疗师能够将日常柔软的物体变成智能设备,可以通过编程识别某些操作。这些智能对象可以用来控制应用程序或玩某些游戏。我们的评估显示,职业治疗师能够在没有技术专家的帮助下使用工具包。治疗师们把坐垫、袜子、可爱的玩具等日常用品改造成治疗用品。他们通过计算来增强它们,并根据客户的需求和愿望进行定制。从我们的评估中,我们还得出了五条指导方针,可以在为辅助技术创建diy工具包时告知其他人。
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引用次数: 59
Mediating Group Experiences: Designing the In-Between 中介群体体验:中间设计
Stoffel Kuenen
In this paper I present ongoing design research that explores mediating group experiences. The objective of the paper is to introduce subject matter and design research approach, to provide material for an in depth discussion of challenges. Several research designs are presented that yield insight in theoretical and conceptual aspects of remote group interactions. Themes emerging from them concern the concept of embodiment, in particular regarding the conceptualization and expression of groups through the mediating system, as well as embodiment of the system for the individual, in the sense of both incorporation and extension of action-perception capacities. To further articulate and express such themes, ongoing and proposed research is presented. Difficulty is brought forward in bringing the various research designs together as one body of work, particularly in relation to theoretical framework, related work and ultimately articulating contributions.
在本文中,我介绍了正在进行的设计研究,探索调解群体体验。本文的目的是介绍主题和设计研究方法,为深入讨论挑战提供材料。提出了几个研究设计,在远程群体互动的理论和概念方面产生了洞察力。从中产生的主题涉及具体化的概念,特别是关于通过调解系统对群体的概念化和表达,以及从结合和扩展行动感知能力的意义上说,系统对个人的具体化。为了进一步阐明和表达这些主题,提出了正在进行的和拟议的研究。在将各种研究设计作为一个工作主体整合在一起时,特别是在理论框架,相关工作和最终阐明贡献方面,提出了困难。
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引用次数: 1
ATSI: Augmented and Tangible Sonic Interaction ATSI:增强和有形的声音交互
Roberto Pugliese, A. Politis, T. Takala
This paper presents ATSI, a system for sonic augmentation of physical objects with spatialized sounds and their control by gestural interaction. The implementation combines tracking of the users' hands and head with commodity hardware, and binaural spatialized sound rendering over headphones. The user may attach sounds to common objects and the system maintains the correct spatial auditory perspective inside the augmented scene during the actions of attaching sounds, picking and moving the sounding objects, or exploring the scene. Attention has been given to the binaural rendering of distance cues to support the above actions with perceptual realism in small scale environments and for many objects. Through a user study assessing the localization accuracy that can be achieved with the system, we show that sound rendering performance looks appropriate for applications such as auditory displays for context and object specific information, sonic design for architectural planning and interior design, and music applications.
本文介绍了一种利用空间化声音对物理对象进行声音增强并通过手势交互进行控制的系统ATSI。该实现将用户的手和头的跟踪与商品硬件相结合,并通过耳机进行双耳空间声音渲染。用户可以将声音附加到普通对象上,系统在附加声音、拾取和移动发声对象或探索场景的过程中保持增强场景内正确的空间听觉视角。注意到距离线索的双耳渲染,以支持在小尺度环境和许多对象的感知现实主义的上述行动。通过用户研究评估系统可以实现的定位准确性,我们表明声音渲染性能看起来适合应用,如上下文和对象特定信息的听觉显示,建筑规划和室内设计的声音设计,以及音乐应用。
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引用次数: 4
Redeform: Participatory 3D Printing in Public Spaces reform:公共空间中的参与式3D打印
Laura Devendorf, Kimiko Ryokai
Redeform presents an alternative vision of 3D printing that complicates common divisions between human/machine, abstract/concrete, and high/low tech. It invites people to perform the functions of a 3D printer in order to collaboratively construct digital models from everyday materials in everyday spaces. At TEI, Redeform will serve as a site for discussion about values in digital fabrication design.
reform展示了3D打印的另一种愿景,它使人/机器、抽象/具体、高科技/低科技之间的常见划分变得复杂。它邀请人们执行3D打印机的功能,以便在日常空间中使用日常材料协作构建数字模型。在TEI上,Redeform将作为一个讨论数字制造设计价值的网站。
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引用次数: 3
The ATB Framework: Quantifying and Classifying Epistemic Strategies in Tangible Problem-Solving Tasks ATB框架:有形问题解决任务中认知策略的量化与分类
Augusto Esteves, Saskia Bakker, A. Antle, Aaron May, Jillian L. Warren, Ian Oakley
In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster, more reliable or less taxing. Epistemic actions are frequently presented as a beneficial consequence of interacting with tangible systems. However, we currently lack tools to measure epistemic behaviors, making substantiating such claims highly challenging. This paper addresses this problem by presenting ATB, a video-coding framework that enables the identification and measurement of different epistemic actions during problem-solving tasks. The framework was developed through a systematic literature review of 78 papers, and analyzed through a study involving a jigsaw puzzle -- a classical spatial problem -- involving 60 participants. In order to assess the framework's value as a metric, we analyze the study with respect to its reliability, validity and predictive power. The broadly supportive results lead us to conclude that the ATB framework enables the use of observed epistemic behaviors as a performance metric for tangible systems. We believe that the development of metrics focused explicitly on the properties of tangible interaction are currently required to gain insight into the genuine and unique benefits of tangible interaction. The ATB framework is a step towards this goal.
在任务执行中,务实行动指的是直接取得进展的行为,而认知行动则涉及改变世界,使认知过程更快、更可靠或更少费力。认知行为经常被呈现为与有形系统交互的有益结果。然而,我们目前缺乏衡量认知行为的工具,这使得证实这种说法非常具有挑战性。本文通过提出ATB来解决这个问题,ATB是一个视频编码框架,可以在解决问题的任务中识别和测量不同的认知行为。该框架是通过对78篇论文的系统文献综述而形成的,并通过一项涉及拼图游戏的研究进行了分析,拼图游戏是一种经典的空间问题,有60名参与者参与。为了评估框架作为度量的价值,我们分析了研究的信度、效度和预测能力。广泛支持的结果使我们得出结论,ATB框架能够使用观察到的认知行为作为有形系统的性能指标。我们认为,目前需要明确关注有形交互属性的度量标准的开发,以深入了解有形交互的真正和独特的好处。ATB框架是朝着这一目标迈出的一步。
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引用次数: 9
Mapping Place: Supporting Cultural Learning through a Lukasa-inspired Tangible Tabletop Museum Exhibit 测绘地点:通过卢卡萨启发的有形桌面博物馆展览支持文化学习
J. Chu, Paul G. Clifton, Daniel Harley, J. Pavao, Ali Mazalek
Museums are exploring new ways of using emerging digital technologies to enhance the visitor experience. In this context, our research focuses on designing, developing and studying interactions for museum exhibits that introduce cultural concepts in ways that are tangible and embodied. We introduce here a tangible tabletop installation piece that was designed for a museum exhibition contrasting Western and African notions of mapping history and place. Inspired by the Lukasa board, a mnemonic device used by the Luba peoples in Central Africa, the tabletop piece enables visitors to learn and understand symbolic and nonlinguistic mapping concepts that are central to the Lukasa by creating and sharing stories with each other. In this paper we share our design process, a user study focusing on children and learning, and design implications on how digital and tangible interaction technologies can be used for cultural learning in museum exhibits.
博物馆正在探索利用新兴数字技术提升游客体验的新方法。在这种背景下,我们的研究重点是设计、开发和研究博物馆展览的互动,以有形和具体化的方式介绍文化概念。我们在这里介绍了一个有形的桌面装置作品,它是为一个博物馆展览而设计的,对比了西方和非洲的历史和地点的概念。这个桌面作品的灵感来自于中非卢巴人使用的一种记忆装置——卢卡萨板,通过相互创造和分享故事,游客可以学习和理解卢卡萨的核心符号和非语言地图概念。在本文中,我们分享了我们的设计过程,一项以儿童和学习为重点的用户研究,以及如何将数字和有形交互技术用于博物馆展览中的文化学习的设计含义。
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引用次数: 31
MugShots: A Mug Display for Front and Back Stage Social Interaction in the Workplace 面部照片:在工作场所前台和后台社交互动的马克杯展示
H. Kao, C. Schmandt
We explore creating objects for expressive communication in the workspace. As an initial step, we created MugShots, a coffee mug with a wireless OLED display that switches between public and private social interaction modes. Targeted for the workplace, MugShots is an intimate communication device in the personal office space, yet alternates to become a social catalyst to trigger conversation when brought to public areas. We present a prototype of MugShots along with a 21-person study, providing initial discussions and insight on designing objects for communication.
我们探索在工作空间中创建具有表现力的交流对象。作为第一步,我们制作了MugShots,这是一款咖啡杯,带有无线OLED显示屏,可以在公共和私人社交模式之间切换。针对工作场所,MugShots是个人办公空间的亲密交流设备,但当带到公共场所时,它会成为引发对话的社交催化剂。我们展示了一个面部照片的原型以及一个21人的研究,提供了关于设计交流对象的初步讨论和见解。
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引用次数: 23
Note Code: A Tangible Music Programming Puzzle Tool 注释代码:一个有形的音乐编程谜题工具
Vishesh Kumar, Tuhina Dargan, Utkarsh Dwivedi, P. Vijay
We present the design of Note Code -- a music programming puzzle game designed as a tangible device coupled with a Graphical User Interface (GUI). Tapping patterns and placing boxes in proximity enables programming these "note-boxes" to store sets of notes, play them back and activate different sub-components or neighboring boxes. This system provides users the opportunity to learn a variety of computational concepts, including functions, function calling and recursion, conditionals, as well as engage in composing music. The GUI adds a dimension of viewing the created programs and interacting with a set of puzzles that help discover the various computational concepts in the pursuit of creating target tunes, and optimizing the program made.
我们将呈现《Note Code》的设计—-这是一款带有图形用户界面(GUI)的音乐编程益智游戏。敲击模式和将盒子放置在邻近的地方可以让这些“笔记盒”编程来存储一组笔记,播放它们并激活不同的子组件或相邻的盒子。该系统为用户提供了学习各种计算概念的机会,包括函数,函数调用和递归,条件,以及从事作曲。GUI增加了查看创建的程序的维度,并与一组谜题进行交互,这些谜题有助于在创建目标曲调和优化程序的过程中发现各种计算概念。
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引用次数: 9
期刊
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
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