How can designers benefit from the physical and symbol-using practices that define people? Projects in and around Interval Research Corporation explored tangibles in audio, video and physical token-based computation. Four endeavors clarify what happens offscreen when participants play and collaborate. Understanding deeper issues of on- and offscreen distinctiveness, representation and embodiment is of interest, we maintain, because our current understanding of tangible design has undersold one core virtue of TUIs: tangible computing enables hardware/software systems that are non-isolating. When people are not isolated from the physical world, or from other people, they can rely on a supportive environment to help them manage confusingly large sets of objects and referents, and to share the knowledge with large sets of others. This very human part of computer interaction, we submit, gives rise to language-like structure, games, sorting, stealing, and more. If we let it, it could fundamentally change our relationship to the computer as we design new interfaces for the increasing number of computerized objects around us.
设计师如何从定义人的物理和符号使用实践中获益?Interval Research Corporation内部和周围的项目探索了音频、视频和基于令牌的物理计算的有形产品。四项努力阐明了当参与者玩游戏和合作时屏幕外发生了什么。我们认为,理解屏幕内外的独特性、表现和体现等更深层次的问题是有意义的,因为我们目前对有形设计的理解低估了ui的一个核心优点:有形计算使硬件/软件系统非隔离。当人们不与物理世界或其他人隔离时,他们可以依靠一个支持性的环境来帮助他们管理令人困惑的大量对象和指涉物,并与大量其他人分享知识。我们认为,计算机交互中非常人性化的部分产生了类似语言的结构、游戏、排序、偷窃等等。如果我们听任其发展,它可能会从根本上改变我们与计算机的关系,因为我们会为身边越来越多的计算机化物体设计新的界面。
{"title":"What do Objects Mean?: Early Tangibility in and around Interval Research","authors":"M. Withgott","doi":"10.1145/2677199.2680556","DOIUrl":"https://doi.org/10.1145/2677199.2680556","url":null,"abstract":"How can designers benefit from the physical and symbol-using practices that define people? Projects in and around Interval Research Corporation explored tangibles in audio, video and physical token-based computation. Four endeavors clarify what happens offscreen when participants play and collaborate. Understanding deeper issues of on- and offscreen distinctiveness, representation and embodiment is of interest, we maintain, because our current understanding of tangible design has undersold one core virtue of TUIs: tangible computing enables hardware/software systems that are non-isolating. When people are not isolated from the physical world, or from other people, they can rely on a supportive environment to help them manage confusingly large sets of objects and referents, and to share the knowledge with large sets of others. This very human part of computer interaction, we submit, gives rise to language-like structure, games, sorting, stealing, and more. If we let it, it could fundamentally change our relationship to the computer as we design new interfaces for the increasing number of computerized objects around us.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"28 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":"124616707","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}
Solar Pink Pong is an art installation that translates a video game into the physical space of the street. In this installation, a computer controlled color mirror reflects sunlight to the asphalt in the form of a neon pink spot. Through motion sensing technology, pedestrians can interact with the animated circle of sunlight. They can kick it with their feet or hit it with the shadows of their hands. They can volley it back and forth with a partner or bounce it off a boundary such as a curb or road marking. The device that makes this game possible works autonomously and completely off the grid. It can be mounted on utility poles or building sides. Solar Pink Pong aims at pushing the boundaries of video game culture and technology outside of the living room changing the way humans interact with outdoor environments and see daylight through the lens of technology. Video documentation of this work is available at: https://vimeo.com/111312495
{"title":"Solar Pink Pong: Street Video Game","authors":"Roland Graf, Surat Kwanmuang","doi":"10.1145/2677199.2690877","DOIUrl":"https://doi.org/10.1145/2677199.2690877","url":null,"abstract":"Solar Pink Pong is an art installation that translates a video game into the physical space of the street. In this installation, a computer controlled color mirror reflects sunlight to the asphalt in the form of a neon pink spot. Through motion sensing technology, pedestrians can interact with the animated circle of sunlight. They can kick it with their feet or hit it with the shadows of their hands. They can volley it back and forth with a partner or bounce it off a boundary such as a curb or road marking. The device that makes this game possible works autonomously and completely off the grid. It can be mounted on utility poles or building sides. Solar Pink Pong aims at pushing the boundaries of video game culture and technology outside of the living room changing the way humans interact with outdoor environments and see daylight through the lens of technology. Video documentation of this work is available at: https://vimeo.com/111312495","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"39 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":"116590471","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}
Visualizing heart rate on screen has become popular to measure physical activity performance and progress towards set health goals. However, we believe that this prevalent method of visualizing data often reduces the interaction to only reading of information. In response, we propose a new way of visualizing heart rate data through a public interactive water fountain installation we call, TastyBeats. TastyBeats engages participants in a fluidic spectacle by creating a personalized sports drink representing their heart rate data while serving the additional purpose of replenishing lost energy during physical activity. We present findings and three design strategies from the three exhibitions of this work to inform designers interested in using drinkable fluids to support the physical activity experience. Ultimately, with our work we aim to expand our understanding of the potential of interactive technology to support the energy-cycle when being physically active.
{"title":"TastyBeats: Celebrating Heart Rate Data with a Drinkable Spectacle","authors":"R. A. Khot, Jeewon Lee, L. Hjorth, F. Mueller","doi":"10.1145/2677199.2680545","DOIUrl":"https://doi.org/10.1145/2677199.2680545","url":null,"abstract":"Visualizing heart rate on screen has become popular to measure physical activity performance and progress towards set health goals. However, we believe that this prevalent method of visualizing data often reduces the interaction to only reading of information. In response, we propose a new way of visualizing heart rate data through a public interactive water fountain installation we call, TastyBeats. TastyBeats engages participants in a fluidic spectacle by creating a personalized sports drink representing their heart rate data while serving the additional purpose of replenishing lost energy during physical activity. We present findings and three design strategies from the three exhibitions of this work to inform designers interested in using drinkable fluids to support the physical activity experience. Ultimately, with our work we aim to expand our understanding of the potential of interactive technology to support the energy-cycle when being physically active.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"303 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":"122308703","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}
This paper focuses on curating interactive art in experimental ways. It takes the experiment outside labs and into institutions and cityscapes in the form of prototype exhibitions to be evaluated through the medium of audience engagement. The PhD research focuses on authenticating the audience's experience of interactive art; first defining parameters for authenticity within fine arts and creative robotics, then examining how, through the application of evaluative frameworks to iterative exhibition processes, one might capture and utilize experience as a medium in itself. The exhibitions for examination are/will be produced by PhD researcher Deborah Turnbull Tillman through her research initiative New Media Curation (NMC).
{"title":"Authenticating Experience: Curating Digital Interactive Art","authors":"D. Tillman, Mari Velonaki, Petra Gemeinboeck","doi":"10.1145/2677199.2691602","DOIUrl":"https://doi.org/10.1145/2677199.2691602","url":null,"abstract":"This paper focuses on curating interactive art in experimental ways. It takes the experiment outside labs and into institutions and cityscapes in the form of prototype exhibitions to be evaluated through the medium of audience engagement. The PhD research focuses on authenticating the audience's experience of interactive art; first defining parameters for authenticity within fine arts and creative robotics, then examining how, through the application of evaluative frameworks to iterative exhibition processes, one might capture and utilize experience as a medium in itself. The exhibitions for examination are/will be produced by PhD researcher Deborah Turnbull Tillman through her research initiative New Media Curation (NMC).","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"204 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":"115012592","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}
The I/O: Paper Prototyping for the Future studio will be a hands-on experience that combines art, design, and technology. Participants will learn through a series of escalating exercises how to introduce interactivity via computational crafting techniques to paper in order to heighten the paper prototyping experience.
{"title":"Input/Output: Paper Prototyping for the Future","authors":"Joselyn McDonald, Nicole Yi Messier","doi":"10.1145/2677199.2683589","DOIUrl":"https://doi.org/10.1145/2677199.2683589","url":null,"abstract":"The I/O: Paper Prototyping for the Future studio will be a hands-on experience that combines art, design, and technology. Participants will learn through a series of escalating exercises how to introduce interactivity via computational crafting techniques to paper in order to heighten the paper prototyping experience.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"4 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":"129660457","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}
Shannon Cuykendall, Ethan Soutar-Rau, K. Cochrane, Jacob Freiberg, T. Schiphorst
We describe design considerations in Serpentine Dance, Refocused (SDR), an interactive movement installation that pays homage to Loïe Fuller's mesmerizing creations of light and motion. Our design goals were inspired by kinesthetic empathy research. Fuller created the Serpentine Dance (1891) at a time when many artists turned to abstraction as a way for audiences to engage with the essence of motion rather than narrative plots. We sought to heighten the feeling of kinesthetic empathy through creating an interactive environment where audience members could physically engage and reflect on the sensation of spinning, a prominent action in the Serpentine Dance. Through our analysis of SDR we found that our design intentions relating to kinesthetic empathy were not addressed by current design frameworks for kinesthetic interactions. Based on kinesthetic empathy research, we restructure and extend these frameworks into an evaluative and generative framework for interactive systems. We propose that kinesthetic empathy is the center of all movement interactions. This broader definition of kinesthetic empathy can be used to evaluate and generate a wide variety of movement interactions. We discuss the design of SDR through the lens of our evaluative framework.
{"title":"Simply Spinning: Extending Current Design Frameworks for Kinesthetic Empathy","authors":"Shannon Cuykendall, Ethan Soutar-Rau, K. Cochrane, Jacob Freiberg, T. Schiphorst","doi":"10.1145/2677199.2680567","DOIUrl":"https://doi.org/10.1145/2677199.2680567","url":null,"abstract":"We describe design considerations in Serpentine Dance, Refocused (SDR), an interactive movement installation that pays homage to Loïe Fuller's mesmerizing creations of light and motion. Our design goals were inspired by kinesthetic empathy research. Fuller created the Serpentine Dance (1891) at a time when many artists turned to abstraction as a way for audiences to engage with the essence of motion rather than narrative plots. We sought to heighten the feeling of kinesthetic empathy through creating an interactive environment where audience members could physically engage and reflect on the sensation of spinning, a prominent action in the Serpentine Dance. Through our analysis of SDR we found that our design intentions relating to kinesthetic empathy were not addressed by current design frameworks for kinesthetic interactions. Based on kinesthetic empathy research, we restructure and extend these frameworks into an evaluative and generative framework for interactive systems. We propose that kinesthetic empathy is the center of all movement interactions. This broader definition of kinesthetic empathy can be used to evaluate and generate a wide variety of movement interactions. We discuss the design of SDR through the lens of our evaluative framework.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"224 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":"130695386","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}
Martin Murer, Anna Vallgårda, M. Jacobsson, M. Tscheligi
With this studio-workshop we aim to explore and debate how disassembling computational things can yield a potential for design practices. We believe there are significant qualities to be found in extending the mundane 'taking things apart' into an elaborate practice of un-crafting. The studio workshop comprises a series of collaborative disassembly activities with the aim of beginning to identify the key qualities and issues at stake. We also hope to have a diverse crowd, whose interdisciplinary viewpoints will enable us to ground an un-crafting practice in a diverse set of contexts.
{"title":"Un-Crafting: Exploring Tangible Practices for Deconstruction in Interactive System Design","authors":"Martin Murer, Anna Vallgårda, M. Jacobsson, M. Tscheligi","doi":"10.1145/2677199.2683582","DOIUrl":"https://doi.org/10.1145/2677199.2683582","url":null,"abstract":"With this studio-workshop we aim to explore and debate how disassembling computational things can yield a potential for design practices. We believe there are significant qualities to be found in extending the mundane 'taking things apart' into an elaborate practice of un-crafting. The studio workshop comprises a series of collaborative disassembly activities with the aim of beginning to identify the key qualities and issues at stake. We also hope to have a diverse crowd, whose interdisciplinary viewpoints will enable us to ground an un-crafting practice in a diverse set of contexts.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"23 2 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":"116688701","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}
Christopher J. Martinez, Katherine Seggerman, Andy Perez
Tabletop computing is a new emerging interface that can be realized with low cost using depth sensor cameras such as the Microsoft Kinect. The optimization of the touch interface using depth measurements must take into account the size variations of a diverse population. In this study, we examine a sample population to understand the differences in hand measurements a depth camera would detect on a large tabletop computer. We have broken down the hand into three measurements (the three joints in the hand) that may be of interest to research working in the field. The hand measurements have been taken at different locations on the table to account for changes in the hand position caused by the user stretching their arm.
{"title":"Observing Hand Placement and Measurement on a Tabletop Using a Depth Camera","authors":"Christopher J. Martinez, Katherine Seggerman, Andy Perez","doi":"10.1145/2677199.2687904","DOIUrl":"https://doi.org/10.1145/2677199.2687904","url":null,"abstract":"Tabletop computing is a new emerging interface that can be realized with low cost using depth sensor cameras such as the Microsoft Kinect. The optimization of the touch interface using depth measurements must take into account the size variations of a diverse population. In this study, we examine a sample population to understand the differences in hand measurements a depth camera would detect on a large tabletop computer. We have broken down the hand into three measurements (the three joints in the hand) that may be of interest to research working in the field. The hand measurements have been taken at different locations on the table to account for changes in the hand position caused by the user stretching their arm.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"25 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":"133031606","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 5: Toolkits: How to Make It","authors":"B. Ullmer","doi":"10.1145/3246884","DOIUrl":"https://doi.org/10.1145/3246884","url":null,"abstract":"","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":"121951937","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}
We present the Collective Sound Checks, an exploration of user scenarios based on mobile web applications featuring motion-controlled sound that enable groups of people to engage in spontaneous collaborative sound and music performances. These new forms of musical expression strongly shift the focus of design from human-computer interactions towards the emergence of computer mediated interactions between players based on sonic and social affordances of ubiquitous technologies. At this early stage, our work focuses on experimenting with different user scenarios while observing the relationships between different interactions and affordances.
{"title":"Collective Sound Checks: Exploring Intertwined Sonic and Social Affordances of Mobile Web Applications","authors":"Norbert Schnell, Sébastien Robaszkiewicz, Frédéric Bevilacqua, Diemo Schwarz","doi":"10.1145/2677199.2688808","DOIUrl":"https://doi.org/10.1145/2677199.2688808","url":null,"abstract":"We present the Collective Sound Checks, an exploration of user scenarios based on mobile web applications featuring motion-controlled sound that enable groups of people to engage in spontaneous collaborative sound and music performances. These new forms of musical expression strongly shift the focus of design from human-computer interactions towards the emergence of computer mediated interactions between players based on sonic and social affordances of ubiquitous technologies. At this early stage, our work focuses on experimenting with different user scenarios while observing the relationships between different interactions and affordances.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"43 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":"126137116","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}