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

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Tangible Meets Gestural: Comparing and Blending Post-WIMP Interaction Paradigms 有形与手势:后wimp交互范式的比较与融合
Leonardo Angelini, D. Lalanne, E. V. D. Hoven, Ali Mazalek, Omar Abou Khaled, E. Mugellini
More and more objects of our everyday environment are becoming smart and connected, offering us new interaction possibilities. Tangible interaction and gestural interaction are promising communication means with these objects in this post-WIMP interaction era. Although based on different principles, they both exploit our body awareness and our skills to provide a richer and more intuitive interaction. Occasionally, when user gestures involve physical artifacts, tangible interaction and gestural interaction can blend into a new paradigm, i.e., tangible gesture interaction [5]. This workshop fosters the comparison among these different interaction paradigms and offers a unique opportunity to discuss their analogies and differences, as well as the definitions, boundaries, strengths, application domains and perspectives of tangible gesture interaction. Participants from different backgrounds are invited.
我们日常环境中越来越多的物体变得智能和互联,为我们提供了新的互动可能性。在这个后wimp交互时代,有形交互和手势交互是与这些物体有希望的交流方式。虽然基于不同的原则,但它们都利用了我们的身体意识和技能来提供更丰富、更直观的互动。偶尔,当用户手势涉及物理工件时,有形交互和手势交互可以融合成一个新的范式,即有形手势交互[5]。本次研讨会促进了这些不同交互范式之间的比较,并提供了一个独特的机会来讨论它们的类比和差异,以及有形手势交互的定义、边界、优势、应用领域和观点。邀请来自不同背景的参加者。
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引用次数: 7
Escaping the Sandbox: Making and Its Future 逃离沙盒:制作及其未来
Tom Jenkins, I. Bogost
"Making" has been gaining traction in HCI and related fields both as a community of practice and as a method for creating objects and systems. While making is an important cultural practice, this paper claims that there is a disconnect between the rhetoric of making and "real world" notions of domain relevance and embedded hardware development. In considering how making operates in practice, we offer the metaphor of a sandbox to describe this contradiction. We exemplify the metaphor with a small-scale prototyping platform of our own, and offer visions on how making might progress in the future.
“制造”已经在HCI和相关领域获得了牵引力,无论是作为实践社区还是作为创建对象和系统的方法。虽然制作是一种重要的文化实践,但本文声称,制作的修辞与领域相关性和嵌入式硬件开发的“现实世界”概念之间存在脱节。在考虑制作如何在实践中运作时,我们提供沙盒的比喻来描述这种矛盾。我们以自己的小规模原型平台为例说明了这一比喻,并提供了关于制作在未来如何发展的设想。
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引用次数: 21
Material Significance of Tangibles for Young Children 有形物品对幼儿的物质意义
J. Seo, Janelle Arita, Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Stephen Aldriedge
The purpose of this paper is to investigate how young children associate materiality and meanings and how it can benefit tangible interaction design. To study this, we developed a research prototype, Stampies, that allows playful tangible interactions. Stampies consists of tangible objects made out of different materials (wood, felt, silicone, and plastic) and an iPad drawing application. We describe results from our empirical study involving 19 children aged 4 to 7. The study indicates that children associate materials with meanings through "material essences", feel, and tactile preference. We conclude with design implications for tangible interaction for children.
本文的目的是研究幼儿如何将物质性和意义联系起来,以及它如何有益于有形的交互设计。为了研究这一点,我们开发了一个研究原型,Stampies,它允许有趣的有形互动。Stampies由不同材料(木材、毛毡、硅胶和塑料)制成的有形物品和iPad绘图应用程序组成。我们描述了我们对19名4至7岁儿童的实证研究结果。研究表明,儿童通过“物质本质”、感觉和触觉偏好将材料与意义联系起来。我们总结了对儿童有形互动的设计启示。
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引用次数: 15
Composing Interaction: Exploring Tangible Notation Systems For Design 构成交互:探索设计的有形符号系统
B. Hengeveld
In this paper we discuss our recent research into notation systems for interaction design. Inspired by music notation - a standardized yet open system with which a composition (i.e., a musical design) can be communicated - we suspect that similar notation systems can be designed for interaction design. We describe our research approach to this suspicion and describe several outcomes of our research, which all lean heavily on tangibility, manipulability and shareability.
在本文中,我们讨论了我们最近对交互设计符号系统的研究。受音乐记谱法的启发——一种标准化但开放的系统,可以用它来传达作曲(即音乐设计)——我们怀疑可以为交互设计设计类似的记谱法系统。我们描述了我们对这种怀疑的研究方法,并描述了我们研究的几个结果,这些结果都非常依赖于有形性、可操纵性和可共享性。
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引用次数: 4
Empathy Objects: Robotic Devices as Conversation Companions 共情对象:作为对话伙伴的机器人设备
Oren Zuckerman, Guy Hoffman
We present the notion of Empathy Objects, ambient robotic devices accompanying human-human interaction. Empathy Objects respond to human behavior using physical gestures as nonverbal expressions of their "emotional states". The goal is to increase people's self-awareness to the emotional state of others, leading to behavior change. We demonstrate an Empathy Object prototype, Kip1, a conversation companion designed to promote non-aggressive conversation between people.
我们提出了移情对象的概念,伴随人类互动的环境机器人设备。移情对象对人类行为的反应是用肢体动作作为他们“情绪状态”的非语言表达。其目标是提高人们对他人情绪状态的自我意识,从而导致行为改变。我们展示了一个共情对象原型,Kip1,一个旨在促进人们之间非攻击性对话的对话伙伴。
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引用次数: 15
WoodenHaptics: A Starting Kit for Crafting Force-Reflecting Spatial Haptic Devices WoodenHaptics:制作力反射空间触觉设备的开始套件
Jonas Forsslund, Michael C. Yip, Eva-Lotta Sallnäs
Spatial haptic interfaces have been around for 20 years. Yet, few affordable devices have been produced, and the design space in terms of physical workspace and haptic fidelity of devices that have been produced are limited and discrete. In this paper, an open-source, open-hardware module-based kit is presented that allows an interaction designer with little electro-mechanical experience to manufacture and assemble a fully working spatial haptic interface. It also allows for modification in shape and size as well as tuning of parameters to fit a particular task or application. Results from an evaluation showed that the haptic quality of the WoodenHaptics device was on par with a Phantom Desktop and that a novice could assemble it with guidance in a normal office space. This open source starting kit, uploaded free-to-download online, affords sketching in hardware; it unsticks the hardware from being a highly-specialized and esoteric craft to being an accessible and user-friendly technology, while maintaining the feel of high-fidelity haptics.
空间触觉界面已经存在了20年。然而,很少有经济实惠的设备被生产出来,并且在物理工作空间和已经生产的设备的触觉保真度方面的设计空间是有限的和离散的。在本文中,提出了一种基于开源,开放硬件模块的工具包,允许交互设计师几乎没有机电经验来制造和组装一个完全工作的空间触觉界面。它还允许修改形状和大小,以及调整参数以适应特定的任务或应用程序。评估结果显示,WoodenHaptics设备的触觉质量与Phantom Desktop相当,新手可以在正常办公空间的指导下组装它。这个开源的入门工具包,可以在网上免费下载,提供硬件草图;它将硬件从高度专业化和深奥的工艺转变为易于访问和用户友好的技术,同时保持高保真触觉的感觉。
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引用次数: 34
Catch-Up 360: Digital Benefits for Physical Artifacts 追赶360:物理工件的数字效益
Florian Perteneder, Eva-Maria Grossauer, Yan Xu, M. Haller
Industrial designers have a tangible working style. However, compared to digital data, physical mockups are difficult to copy and share over distance. They require a lot of physical space, and earlier versions are lost once they are modified. In this paper, we introduce Catch-Up 360, a tool designed for sharing physical mockups over distance to gain feedback from remote located designers, and compare current models with earlier versions. Summarizing, our approach provides a simple, intuitive, and tangible UI that supports the use of lightweight, web-based clients by using remote manipulation of the physical objects.
工业设计师有一种有形的工作风格。然而,与数字数据相比,实体模型很难远距离复制和共享。它们需要大量的物理空间,而且早期的版本一旦被修改就会丢失。在本文中,我们介绍了Catch-Up 360,这是一个设计用于远程共享物理模型的工具,以获得远程设计师的反馈,并将当前模型与早期版本进行比较。总之,我们的方法提供了一个简单、直观和有形的UI,通过对物理对象进行远程操作,支持使用轻量级的基于web的客户端。
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引用次数: 3
Session details: Paper Session 8: The Latest Applications 会议详情:论文会议8:最新应用
Saskia Bakker
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引用次数: 0
Fusilli: Translating the Exploration of a Product Customization Space from Digital to Physical Fusilli:将产品定制空间的探索从数字转化为实体
C. Zheng
Fusilli is a natural interface developed for end-users to explore and customize the design of a parametric wrist accessory. The natural interface utilizes bare-hand interactions, designed to enable end-users to control the parameters of wrist accessory, and export designs for additive manufacturing. This paper describes the interaction concept and design details of the interface, as well as a preliminary evaluation of this interface against a control interface utilizing sliders to affect the parameters. This paper concludes with the evaluation results, along with a discussion of the insights uncovered from the user study.
Fusilli是为最终用户开发的自然界面,用于探索和定制参数化手腕配件的设计。自然界面利用徒手交互,旨在使最终用户能够控制手腕配件的参数,并为增材制造输出设计。本文描述了界面的交互概念和设计细节,并对该界面与利用滑块影响参数的控制界面进行了初步评估。本文总结了评估结果,并讨论了从用户研究中发现的见解。
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引用次数: 0
Manual Manuals: Media Reflexivity in Reading Through Tangible Artifacts 手册手册:通过有形文物阅读的媒介反射性
Jamie Allen
Reading is a manual activity. The touch hands are ever- present: holding, turning, pointing, scrolling, clicking and scribbling are physical practices that engross people in the printed word. The project "AIME Tiles" began by thinking about howsystems of ideas can be translated into hybrid physical-concept tools. Further, the project attempts to resituate the scholarly activity of reading as a practice with its own material culture and media affordances. AIME Tiles, their design intent and construction are described as a modest sketch of tactile tools for scholarship-game pieces for playing with our thinking.
阅读是一项体力活动。触摸手无处不在:握住、转动、指向、滚动、点击和涂鸦是人们在印刷文字中所做的身体练习。“AIME Tiles”项目始于思考如何将想法系统转化为混合物理概念工具。此外,该项目试图将阅读的学术活动作为一种实践,以其自身的物质文化和媒体支持来恢复。AIME Tiles的设计意图和结构被描述为一种适度的触觉工具草图,用于与我们的思维进行互动的学术游戏。
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引用次数: 0
期刊
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
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