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

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Flutter: An Exploration of an Assistive Garment Using Distributed Sensing, Computation and Actuation 颤振:基于分布式传感、计算和驱动的辅助服装的探索
Halley P. Profita, N. Farrow, N. Correll
Assistive technology (AT) has the ability to improve the standard of living of those with disabilities, however, it can often be abandoned for aesthetic or stigmatizing reasons. Garment-based AT offers novel opportunities to address these issues as it can stay with the user to continuously monitor and convey relevant information, is non-invasive, and can provide aesthetically pleasing alternatives. In an effort to overcome traditional AT and wearable computing challenges including, cumbersome hardware constraints and social acceptability, we present Flutter, a fashion-oriented wearable AT. Flutter seamlessly embeds low-profile networked sensing, computation, and actuation to facilitate sensory augmentation for those with hearing loss. The miniaturized distributed hardware enables both textile integration and new methods to pair fashion with function, as embellishments are functionally leveraged to complement technology integration. Finally, we discuss future applications and broader implications of using such computationally-enabled textile wearables to support sensory augmentation beyond the realm of AT.
辅助技术(AT)有能力提高残疾人的生活水平,然而,它经常因为美观或污名化的原因而被放弃。基于服装的AT为解决这些问题提供了新的机会,因为它可以与用户一起持续监控和传递相关信息,是非侵入性的,并且可以提供美观的替代方案。为了克服传统AT和可穿戴计算的挑战,包括繁琐的硬件限制和社会可接受性,我们提出了Flutter,一个面向时尚的可穿戴AT。Flutter无缝嵌入了低姿态的网络传感、计算和驱动,以促进听力损失患者的感官增强。小型化的分布式硬件使纺织品集成和新方法将时尚与功能结合起来,因为在功能上利用装饰来补充技术集成。最后,我们讨论了使用这种计算支持的纺织可穿戴设备来支持超出AT领域的感官增强的未来应用和更广泛的影响。
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引用次数: 31
Tangible Interactive Microbiology for Informal Science Education 非正式科学教育的有形互动微生物学
S. A. Lee, Alice M. Chung, Nate J. Cira, I. Riedel-Kruse
We present an interactive platform that enables human users to interface with microbiological living cells through a touch-screen, thereby generating a tangible interactive experience with the microscopic world that is hidden to most people. Euglena gracilis, single-celled phototactic microorganisms, are imaged and optically stimulated via a microscope setup equipped with a projector and a touch-screen display. Users can directly interact with these organisms by drawing patterns onto the screen, which displays the real-time magnified view of the microfluidic chamber with the motile euglena cells. The drawings are directly projected onto the chamber, thereby influencing the swimming motion of the cells. We discuss the architecture of the system and provide exploratory user testing results in a facilitated setting, which shows engaging nature of our system for children and the general public. In conclusion, our tangible interactive microscope allows artistic expression and scientific exploration with the ease of a "child's play."
我们提出了一个互动平台,使人类用户能够通过触摸屏与微生物活细胞进行交互,从而与大多数人隐藏的微观世界产生切实的互动体验。细叶藻是一种单细胞的光致微生物,通过配备投影仪和触摸屏显示器的显微镜对其进行成像和光学刺激。用户可以通过在屏幕上绘制图案来直接与这些生物互动,屏幕上显示的是微流体室的实时放大视图,上面有活动的胶质细胞。图纸直接投射到腔室上,从而影响细胞的游动运动。我们讨论了系统的架构,并在一个便利的环境中提供了探索性的用户测试结果,这显示了我们的系统对儿童和公众的吸引力。总之,我们的有形互动显微镜可以像“孩子的游戏”一样轻松地进行艺术表达和科学探索。
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引用次数: 26
An Accessible Platform for Exploring Haptic Interactions with Co-located Capacitive and Piezoresistive Sensors 一个可访问的平台,探索触觉交互与共定位电容和压阻传感器
A. Freed, D. Wessel
This paper introduces an open research platform for exploring haptic interactions with co-located, capacitive and piezoresistive sensors. The solution uses readily available material, hardware and software components and allows for experiments on many system levels from low-level material concerns up to high-level sensor fusion software. This provides the HCI community with a platform to accelerate explorations of the many applications that have opened up of sensor fusion in haptic interaction.
本文介绍了一个开放的研究平台,用于探索与共定位,电容和压阻传感器的触觉相互作用。该解决方案使用现成的材料、硬件和软件组件,并允许在从低级材料到高级传感器融合软件的许多系统级别上进行实验。这为HCI社区提供了一个平台,以加速探索触觉交互中传感器融合的许多应用。
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引用次数: 3
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
Prototyping Social Interactions with DIY Animatronic Creatures 原型社会互动与DIY的电子动物
Cesar Vandevelde, M. Vanhoucke, Jelle Saldien
For some time now, robotics research has shifted its attention from robots that function within their own predefined space to robots that coexist with humans in the human's natural habitats. This evolution has not only driven interest in robot safety and compliance, it has also resulted in the subdomain of Social Robotics, which is concerned with natural interaction between robots and humans. In this studio, we will offer participants the chance to create their own animatronic creature using modular building blocks derived from Ono, our low-cost Do-It-Yourself social robot. In the first part, we will help participants to conceptualize a context and scenario for their social robot. Then, using craft materials (e.g. cardboard, glue, fabrics, foam, etc.) in combination with custom connectors and our animatronic modules, participants will build the physical embodiment of their creature. Finally, they are brought to life by connecting the modules to our electronics platform (Raspberry PI), which is then programmed using an easy to use library.
一段时间以来,机器人研究的重点已经从在自己预定的空间内工作的机器人转向了在人类的自然栖息地与人类共存的机器人。这种进化不仅推动了对机器人安全性和合规性的兴趣,而且还导致了社交机器人的子领域,该领域涉及机器人与人类之间的自然交互。在这个工作室里,我们将为参与者提供机会,使用来自Ono的模块化构建模块来创建自己的电子生物,Ono是我们的低成本diy社交机器人。在第一部分中,我们将帮助参与者概念化他们的社交机器人的上下文和场景。然后,使用工艺材料(如纸板,胶水,织物,泡沫等)结合定制连接器和我们的电子动画模块,参与者将建立他们的生物的物理体现。最后,通过将模块连接到我们的电子平台(树莓派),然后使用易于使用的库对其进行编程,从而使它们栩栩如生。
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引用次数: 5
Sticky Actuator: Free-Form Planar Actuators for Animated Objects 粘性致动器:用于动画对象的自由形式平面致动器
Ryuma Niiyama, Xu Sun, Lining Yao, H. Ishii, D. Rus, Sangbae Kim
We propose soft planar actuators enhanced by free-form fabrication that are suitable for making everyday objects move. The actuator consists of one or more inflatable pouches with an adhesive back. We have developed a machine for the fabrication of free-from pouches; squares, circles and ribbons are all possible. The deformation of the pouches can provide linear, rotational, and more complicated motion corresponding to the pouch's geometry. We also provide a both manual and programmable control system. In a user study, we organized a hands-on workshop of actuated origami for children. The results show that the combination of the actuator and classic materials can enhance rapid prototyping of animated objects.
我们提出了柔性平面驱动器,通过自由形式制造增强,适合使日常物体移动。驱动器由一个或多个充气袋与粘合剂背。我们已经开发了一种制造自由袋的机器;正方形、圆形和丝带都是可能的。袋的变形可以提供线性,旋转和更复杂的运动对应于袋的几何形状。我们还提供手动和可编程控制系统。在一项用户研究中,我们为儿童组织了一个动手制作折纸的工作坊。结果表明,该驱动器与经典材料相结合可以提高动画对象的快速成型速度。
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引用次数: 57
Scented Pebbles: Interactive Ambient Experience with Smell and Lighting 香味鹅卵石:气味和灯光的互动环境体验
Y. Y. Cao, N. Okude
Scented Pebbles is a collection of interactive lighting objects to create multisensory ambience of light and smell. When it senses people's movement and touch, the networked objects will generate dynamic ambience. The pebbles emit smells and control the lighting conditions to create your unique ambience such as Hawaiian Sunset or Japanese Onsen. Experience the orchestra of smell and light play and let your mind run free. The paper presented interactive approach to evoke sensorial imagination through multisensory interactions including olfactory sense.
气味鹅卵石是一个互动照明对象的集合,创造光和气味的多感官氛围。当它感知到人的运动和触摸时,联网的物体就会产生动态的氛围。鹅卵石散发出气味,控制照明条件,创造出独特的氛围,如夏威夷日落或日本温泉。体验气味和灯光的管弦乐队演奏,让你的思想自由奔跑。本文提出了通过包括嗅觉在内的多感官互动来唤起感官想象的互动方法。
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引用次数: 12
Cube-in: A Learning Kit for Physical Computing Basics 立方体:物理计算基础学习工具包
Hyunjoo Oh, M. Gross
We present Cube-in, a kit designed to help beginners learn about fundamental concepts in physical computing. Through play and observation, Cube-in users can investigate digital and analog signals, inputs and outputs, and mapping between inputs and outputs before they work on electronics and construct circuits. By simplifying interaction methods, Cube-in provides an accessible entry point to key physical computing concepts.
我们介绍Cube-in,这是一个旨在帮助初学者学习物理计算中的基本概念的工具包。通过游戏和观察,Cube-in用户可以研究数字和模拟信号、输入和输出,以及输入和输出之间的映射,然后再操作电子设备和构建电路。通过简化交互方法,Cube-in为关键物理计算概念提供了一个可访问的入口点。
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引用次数: 11
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
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
期刊
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
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