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

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Plux: Exploring Light Settings through Hybrid Control 附加功能:通过混合控制探索光设置
T. Rooij, Saskia Bakker
Connected lighting solutions are replacing traditional lightbulbs in the home environment and offer unlimited numbers of light settings, varying in color, brightness, saturation and more. Interaction design for such systems is challenging: simple switches no longer suffice, and asking users to specify all parameters of all lightbulbs separately is time-consuming and requires them to understand the desired outcome. This paper presents Plux, a tangible light controller which employs a hybrid control approach. Plux generates light settings of pseudo-randomized color palettes, while users control the saturation and brightness directly. Plux is intended to enable serendipitous exploration of new light settings using a peripheral interaction design approach. A field deployment in which 5 people used Plux for 3 weeks in their homes revealed that using Plux easily became a part of the everyday routine. Plux's hybrid control approach was particularly valuable for users who struggle to determine the desired light setting.
互联照明解决方案正在取代家庭环境中的传统灯泡,并提供无限数量的灯光设置,包括颜色、亮度、饱和度等。这类系统的交互设计是具有挑战性的:简单的开关已经不够了,要求用户分别指定所有灯泡的所有参数既耗时又要求他们理解期望的结果。本文介绍了一种采用混合控制方法的有形光控制器Plux。Plux生成伪随机调色板的光设置,而用户直接控制饱和度和亮度。plus旨在使用外围交互设计方法实现对新灯光设置的偶然探索。一项5人在家中使用Plux 3周的现场部署表明,使用Plux很容易成为日常工作的一部分。plus的混合控制方法对于那些难以确定所需光线设置的用户来说特别有价值。
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引用次数: 4
The Cloakroom: Documentary Narratives in Embodied Installation 衣帽间:具身装置中的纪实叙事
Ella Dagan
This paper presents the concept and instances of implementation of a documentary embodied art installation named 'The Cloakroom'. The Cloakroom is an interactive aesthetic experience which is made out of multiple interpersonal relationship stories and their connection to objects. People are invited to embody a relationship by literally donning a jacket and going through the motions of finding things in its pockets. The objects they find are then used as triggers to play pre-recorded stories, bringing analog artifacts to meet the digital content. The use of pockets highlights the physical intersection between tangibles and wearables.
本文介绍了一个名为“衣帽间”的纪实具身艺术装置的概念和实施实例。衣帽间是一种互动的审美体验,它由多个人际关系故事及其与物体的联系构成。人们被邀请穿上一件夹克,然后在口袋里找东西,以此来体现一段关系。然后,他们找到的对象被用作触发器来播放预先录制的故事,使模拟文物满足数字内容。口袋的使用突出了有形和可穿戴设备之间的物理交集。
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引用次数: 3
Evolving Tangibles for Children's Social Learning through Conversations: Beyond TurnTalk 通过对话发展儿童社会学习的有形物质:超越TurnTalk
R. Gennari, A. Melonio, Mehdi Rizvi
Social learning curricula teach children social norms for managing conversations, such as the norm of not overlapping in talking turns. Interactive tangible objects (briefly, tangibles) can help teachers in the scaffolding of such norms. Such tangibles should be created for the specific social learning contexts of their users, and evolve according to their requirements. An ideal design process for tangibles for children's conversations is meta-design, based on action-research: evolving tangible prototypes are developed, with natural material and easy-to-use micro-electronics components; tangibles are adopted by their users in ecological studies, and their usage is reflected over with designers to stir design directions or uncover design possibilities, which are developed and again used by users. This paper reports on such an evolutionary design process, concerning tangibles for children's conversations. It shows how new design ideas emerged by making users adopt design solutions and moving designers into ecological settings.
社会学习课程教给孩子们管理谈话的社会规范,比如谈话回合不重叠的规范。互动的有形物品(简称有形物品)可以帮助教师搭建这些规范。应该为用户的特定社会学习环境创建这些有形的内容,并根据他们的需求进行发展。针对儿童对话的有形物品的理想设计过程是基于行动研究的元设计:开发不断发展的有形原型,使用天然材料和易于使用的微电子元件;物在生态研究中被使用者所采用,物的使用被设计师反映出来,从而搅动设计方向或揭示设计可能性,并被使用者开发和再次使用。本文报告了这种进化设计过程,涉及儿童对话的有形物质。它展示了新的设计理念是如何通过让用户采用设计方案和让设计师进入生态环境而出现的。
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引用次数: 15
ClassBeacons: Designing Distributed Visualization of Teachers' Physical Proximity in the Classroom ClassBeacons:教室中教师物理距离的分布式可视化设计
Pengcheng An, Saskia Bakker, S. Ordanovski, R. Taconis, Berry Eggen
As necessary for creating a learner-centered environment, nowadays teachers are expected to be more mindful about their proximity distribution: how to spend time in different locations of the classroom with individual learners. However feedback on this is only given to teachers by experts after classroom observation. In this paper we present the design and evaluation of ClassBeacons, a novel ambient information system that visualizes teachers' physical proximity through tangible devices distributed over the classroom. An expert review and a field evaluation with eight secondary school teachers were conducted to explore potential values of such a system and gather user experiences. Results revealed rich insights into how the system could influence teaching and learning, as well as how a distributed display can be seamlessly integrated into teachers' routines.
作为创造以学习者为中心的环境的必要条件,现在的教师被期望更加关注他们的近距离分布:如何在教室的不同位置与个别学习者一起度过时间。然而,关于这一点的反馈只有在课堂观察后由专家给教师。在本文中,我们介绍了ClassBeacons的设计和评估,这是一种新型的环境信息系统,通过分布在教室各处的有形设备来可视化教师的物理距离。我们对8名中学教师进行了专家评审和实地评估,以探索该系统的潜在价值并收集用户体验。结果揭示了该系统如何影响教与学,以及分布式显示如何无缝集成到教师日常工作中的丰富见解。
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引用次数: 33
Session details: Paper Session 1: Shapechanging & Moving Interfaces 会议详情:论文会议1:形状改变和移动界面
Tanja Döring
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引用次数: 0
EMS Painter: Co-creating Visual Art using Electrical Muscle Stimulation EMS画家:利用肌肉电刺激共同创造视觉艺术
Ashley Colley, Aki Leinonen, Meri-Tuulia Forsman, Jonna Häkkilä
We present a work in progress, enabling an audience to influence a painter, through electrical muscle stimulation (EMS) to co-create visual art works. Two sets of EMS pads are positioned on the painter's arm such that stimulation pulses, triggered on a collocated tablet interface by audience members, cause deviation in the ongoing brushstroke. LEDs co-located with the EMS pads provide additional visual feedback to the audience of stimulation delivery. In an initial trial, rather than focusing on co-creation, the audience amused themselves by mischievously diverting the painter from his work.
我们呈现一个正在进行的作品,让观众影响画家,通过肌肉电刺激(EMS)共同创作视觉艺术作品。在画家的手臂上放置了两组EMS垫,这样,观众在一个配置的平板电脑界面上触发的刺激脉冲,就会导致正在进行的笔触出现偏差。与EMS垫一起放置的led为观众提供了额外的视觉反馈。在最初的试验中,观众不是专注于共同创作,而是恶作剧地把画家从他的工作中转移开来,以此自娱自乐。
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引用次数: 12
The Interactive Carpet - Smart Textile Interface for Children on Autism Spectrum Disorder 自闭症谱系障碍儿童的交互式地毯-智能纺织品界面
Yulia Zhiglova
This paper discusses the socializing potential of the smart textile based interface and presents the design and future study method of the Interactive Carpet prototype, designed in cooperation with Autism Spectrum Disorder (ASD) specialists. The future exploratory study will shed a light on the potential effect on social skills of children with ASD and how its physical properties and multi-sensory feedback could promote interaction between caregiver and a child with ASD.
本文讨论了基于智能纺织品界面的社交潜力,并介绍了与自闭症谱系障碍(ASD)专家合作设计的交互式地毯原型的设计和未来的研究方法。未来的探索性研究将揭示ASD儿童社交技能的潜在影响,以及其物理特性和多感官反馈如何促进照顾者与ASD儿童之间的互动。
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引用次数: 10
HäirIÖ: Human Hair as Interactive Material HäirIÖ:人类头发作为互动材料
Christine Dierk, S. Sterman, M. Nicholas, E. Paulos
Human hair is a cultural material, with a rich history displaying individuality, cultural expression and group identity. It is malleable in length, color and style, highly visible, and embedded in a range of personal and group interactions. As wearable technologies move ever closer to the body, and embodied interactions become more common and desirable, hair presents a unique and little-explored site for novel interactions. In this paper, we present an exploration and working prototype of hair as a site for novel interaction, leveraging its position as something both public and private, social and personal, malleable and permanent. We develop applications and interactions around this new material in HäirIÖ: a novel integration of hair-based technologies and braids that combine capacitive touch input and dynamic output through color and shape change. Finally, we evaluate this hair-based interactive technology with users, including the integration of HäirIÖ within the landscape of existing wearable and mobile technologies.
人的头发是一种文化材料,具有丰富的历史,展示个性、文化表达和群体认同。它在长度、颜色和风格上都是可塑的,高度可见,并嵌入在一系列个人和群体互动中。随着可穿戴技术与身体的距离越来越近,身体互动变得越来越普遍和可取,头发呈现出一个独特的、很少被探索的新互动场所。在本文中,我们提出了一个探索和工作原型,将头发作为一个新的互动场所,利用它作为公共和私人、社会和个人、可塑和永久的东西的地位。我们在HäirIÖ上围绕这种新材料开发应用和交互:一种基于头发的技术和辫子的新集成,通过颜色和形状变化将电容触摸输入和动态输出结合起来。最后,我们与用户评估了这种基于毛发的交互技术,包括HäirIÖ在现有可穿戴和移动技术领域的整合。
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引用次数: 35
Full Body Interaction beyond Fun: Engaging Museum Visitors in Human-Data Interaction 超越乐趣的全身互动:吸引博物馆参观者参与人机交互
Swati Mishra, Francesco Cafaro
Engaging museum visitors in data exploration using full-body interaction is still a challenge. In this paper, we explore four strategies for providing entry-points to the interaction: instrumenting the floor; forcing collaboration; implementing multiple body movements to control the same effect; and, visualizing the visitors' silhouette beside the data visualization. We discuss preliminary results of an in-situ study with 56 museum visitors at Discovery Place, and provide design recommendations for crafting engaging Human-Data Interaction experiences.
利用全身互动吸引博物馆参观者参与数据探索仍然是一个挑战。在本文中,我们探讨了提供交互入口点的四种策略:测量地板;强迫协作;实施多个身体动作来控制相同的效果;并且,在数据可视化的旁边可视化访问者的轮廓。我们在探索广场与56名博物馆游客讨论了一项原位研究的初步结果,并提供了设计建议,以制作引人入胜的人类数据交互体验。
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引用次数: 9
Sociomateriality: Infrastructuring and Appropriation of Artifacts 社会物质性:基础设施和文物的占用
Tom Jenkins, Karey Helms, Vasiliki Tsaknaki, Ludvig Elblaus, N. B. Hansen
This Studio offers researchers and designers an opportunity to investigate and discuss prototypes and in-process projects from a perspective that expands beyond material aspects, to also cover social and cultural ones. Participants will bring a project, device, or platform, which will be discussed as sociomaterials that actively participate across multiple social and cultural contexts. This perspective, as well as the prototypes and projects brought by the participants, forms the core of the Studio, where conversation will emerge over several phases: from the demonstration of the individual projects as things, to the generation of speculative fictions as to the role and use of these artifacts in the world. Finally, we end with a discussion of infrastructuring and appropriation of the artefacts and their social roles. The themes that will be examined in this Studio are agency, emerging behaviors, embeddedness and design strategies from a sociomaterial perspective of artifacts.
这个工作室为研究人员和设计师提供了一个机会,从一个超越物质方面的角度来调查和讨论原型和正在进行的项目,也涵盖了社会和文化方面。参与者将带来一个项目、设备或平台,这些项目、设备或平台将作为积极参与多种社会和文化背景的社会材料进行讨论。这种观点,以及参与者带来的原型和项目,构成了工作室的核心,在这里,对话将在几个阶段出现:从单个项目作为事物的演示,到关于这些人工制品在世界上的作用和使用的推测性小说的产生。最后,我们以讨论基础设施和人工制品的占用及其社会角色结束。本工作室将从人工制品的社会材料角度研究代理、新兴行为、嵌入性和设计策略。
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引用次数: 5
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Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
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