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

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What do Objects Mean?: Early Tangibility in and around Interval Research 对象是什么意思?:间隔研究及其周围的早期有形性
M. Withgott
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。
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引用次数: 2
Solar Pink Pong: Street Video Game 太阳粉色乒乓球:街头视频游戏
Roland Graf, Surat Kwanmuang
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
太阳能粉色Pong是一个艺术装置,它将电子游戏转化为街道的物理空间。在这个装置中,一个电脑控制的彩色镜子将阳光反射到沥青上,形成一个霓虹粉红色的斑点。通过体感技术,行人可以与阳光的动画圈互动。他们可以用脚踢它,或者用手的影子打它。他们可以和同伴来回截击球,也可以把球弹到路边或道路标线等边界上。使这个游戏成为可能的设备是自主工作的,完全脱离了电网。它可以安装在电线杆或建筑物的侧面。《Solar Pink Pong》旨在推动电子游戏文化和技术在客厅之外的界限,改变人类与室外环境互动的方式,并通过技术的镜头看到日光。这项工作的视频文档可在:https://vimeo.com/111312495
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引用次数: 3
TastyBeats: Celebrating Heart Rate Data with a Drinkable Spectacle TastyBeats:用一个可饮用的奇观来庆祝心率数据
R. A. Khot, Jeewon Lee, L. Hjorth, F. Mueller
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.
在屏幕上显示心率已经成为衡量身体活动表现和实现设定健康目标的一种流行方式。然而,我们认为这种流行的数据可视化方法经常将交互减少为仅读取信息。作为回应,我们提出了一种新的方式来可视化心率数据,通过一个公共互动饮水机装置,我们称之为TastyBeats。TastyBeats通过创造一种代表他们心率数据的个性化运动饮料,让参与者参与一场流体奇观,同时为补充身体活动中失去的能量提供额外的目的。我们从三次展览中提出了研究结果和三种设计策略,以告知有兴趣使用可饮用液体来支持身体活动体验的设计师。最终,通过我们的工作,我们的目标是扩大我们对互动技术潜力的理解,以支持身体活动时的能量循环。
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引用次数: 25
Authenticating Experience: Curating Digital Interactive Art 验证体验:策划数字互动艺术
D. Tillman, Mari Velonaki, Petra Gemeinboeck
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).
这篇论文的重点是用实验的方式策划互动艺术。它将实验带出实验室,以原型展览的形式进入机构和城市景观,通过观众参与的媒介进行评估。博士研究侧重于验证观众对互动艺术的体验;首先定义美术和创意机器人中的真实性参数,然后通过将评估框架应用于迭代展览过程,研究如何捕捉和利用经验本身作为媒介。本次展览将由博士研究员黛博拉·特恩布尔·蒂尔曼通过她的研究计划新媒体策展(NMC)制作。
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引用次数: 4
Input/Output: Paper Prototyping for the Future 输入/输出:面向未来的纸上原型
Joselyn McDonald, Nicole Yi Messier
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.
I/O:未来工作室的纸上原型将是一个结合艺术,设计和技术的实践体验。参与者将通过一系列不断升级的练习来学习如何通过计算制作技术将交互性引入纸上,以提高纸上的原型体验。
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引用次数: 1
Simply Spinning: Extending Current Design Frameworks for Kinesthetic Empathy 简单旋转:扩展动觉共情的当前设计框架
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.
我们描述了蛇形舞蹈,重新聚焦(SDR)的设计考虑,这是一个互动运动装置,向Loïe Fuller迷人的光和运动创作致敬。我们的设计目标受到了动觉移情研究的启发。富勒创作了《蛇形之舞》(1891年),当时许多艺术家转向抽象,将其作为一种方式,让观众与运动的本质接触,而不是叙事情节。我们试图通过创造一个互动环境来提高动觉共情的感觉,在这个环境中,观众可以身体上参与并反思旋转的感觉,这是蛇形舞中的一个突出动作。通过对SDR的分析,我们发现与动觉共情相关的设计意图并没有被当前的动觉交互设计框架所解决。在动觉共情研究的基础上,我们将这些框架重构并扩展为交互式系统的评估和生成框架。我们认为动觉共情是所有运动互动的中心。动觉共情的这个更广泛的定义可以用来评估和产生各种各样的运动相互作用。我们通过我们的评估框架来讨论SDR的设计。
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引用次数: 17
Un-Crafting: Exploring Tangible Practices for Deconstruction in Interactive System Design uncrafting:探索互动系统设计中解构的有形实践
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.
通过这个工作室工作坊,我们的目标是探索和讨论如何分解计算事物来产生设计实践的潜力。我们相信,将平凡的“拆开东西”扩展到复杂的“拆解”实践中,会发现一些重要的品质。工作室工作坊包括一系列协作拆卸活动,目的是开始识别关键品质和利害攸关的问题。我们也希望有一个不同的人群,他们跨学科的观点将使我们能够在不同的背景下建立一个非制作实践。
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引用次数: 19
Observing Hand Placement and Measurement on a Tabletop Using a Depth Camera 使用深度相机观察手在桌面上的位置和测量
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.
桌面计算是一种新兴的界面,可以用微软Kinect等深度传感器相机以低成本实现。使用深度测量的触摸界面的优化必须考虑到不同人群的尺寸变化。在这项研究中,我们检查了一个样本人群,以了解深度相机在大型台式电脑上检测到的手部测量的差异。我们将手分解为三个测量值(手的三个关节),这可能会对该领域的研究工作感兴趣。手的测量是在桌子上的不同位置进行的,以解释由于用户伸展手臂而导致的手的位置变化。
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引用次数: 1
Session details: Paper Session 5: Toolkits: How to Make It 会议详情:论文会议5:工具包:如何制作它
B. Ullmer
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引用次数: 0
Collective Sound Checks: Exploring Intertwined Sonic and Social Affordances of Mobile Web Applications 集体声音检查:探索移动Web应用程序交织的声音和社交功能
Norbert Schnell, Sébastien Robaszkiewicz, Frédéric Bevilacqua, Diemo Schwarz
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.
我们展示了集体声音检查,这是一种基于移动网络应用程序的用户场景探索,该应用程序具有动作控制的声音,使一群人能够参与自发的协作声音和音乐表演。这些新的音乐表达形式强烈地将设计的焦点从人机交互转移到基于无处不在的技术的声音和社交功能的玩家之间的计算机媒介交互。在这个早期阶段,我们的工作重点是实验不同的用户场景,同时观察不同交互和功能之间的关系。
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引用次数: 15
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Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
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