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

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Understanding and Designing Embodied Experiences Through Mid-air Tactile Stimulation 通过空中触觉刺激理解和设计具身体验
D. Pittera
Current attempts to render touch in multimedia technology still represents a challenge. Touch is indeed a complex system and there are many aspects to take into account when trying to rendering it (e.g. the compliance of an object, its weight, orientation, geometric properties and forces on the skin). This is especially true for VR, where touch is an important factor to achieve the embodiment in virtual environments. Recently, new tactile technology has been developed: the mid-air devices, capable of delivering tactile feedback without entering in contact with the skin. One of the contributions of the doctoral research described in this paper is to overcome design challenges and create immersive experiences by applying psychological principles and paradigms, exploiting the advantages of the mid-air technology. We designed possible embodied interaction scenarios in mid-air and physical touch. Findings from these research point to opportunities for designing new immersive experiences. Future work will involve different parts of the body and different tactile properties (e.g. thermal stimulation).
目前在多媒体技术中渲染触摸的尝试仍然是一个挑战。触摸确实是一个复杂的系统,当试图渲染它时,有许多方面需要考虑(例如物体的顺应性,重量,方向,几何属性和皮肤上的力)。对于VR来说尤其如此,触摸是在虚拟环境中实现体现的重要因素。最近,新的触觉技术被开发出来:能够在不接触皮肤的情况下提供触觉反馈的半空中装置。本文中描述的博士研究的贡献之一是通过应用心理学原理和范式,利用半空技术的优势,克服设计挑战,创造沉浸式体验。我们在空中和身体接触中设计了可能的具体化交互场景。这些研究的发现指向了设计新的沉浸式体验的机会。未来的工作将涉及身体的不同部位和不同的触觉特性(例如热刺激)。
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引用次数: 2
Beacon: Exploring Physicality in Digital Performance 灯塔:探索数字表演中的物质性
Anna Weisling, Anna Xambó
Live performances which involve digital technology often strive toward clear correspondences between distinct media modes, particularly those works which combine audio and video. Often, the process of creating and executing such performances involves mapping schemes which are encased within the digital system, producing content which is tightly synchronized but with relationships which can feel rigid and unexpressive. Within this paper we present a collaborative process between visualist and musician, which builds toward a method for promoting co-creativity in multimedia performance and prioritizes the performer's physical presence and interaction with digital content. Through the development of two autonomous systems, a novel physical interface and an interactive music system, we summarize our creative process of co-exploration of system capabilities, and extended periods of experimentation and exploration. From this experience, we offer an early-stage framework for approaching engaging digital audiovisual relationships in live performance settings.
涉及数字技术的现场表演往往力求在不同的媒体模式之间建立清晰的对应关系,特别是那些结合了音频和视频的作品。通常,创建和执行这种表演的过程涉及到封装在数字系统中的映射方案,生成紧密同步但关系僵化且缺乏表现力的内容。在本文中,我们提出了视觉学家和音乐家之间的合作过程,该过程建立了一种在多媒体表演中促进共同创造力的方法,并优先考虑表演者的物理存在和与数字内容的互动。通过开发两个自主系统,一个新颖的物理界面和一个交互式音乐系统,我们总结了我们共同探索系统功能的创作过程,以及延长的实验和探索期。根据这一经验,我们提供了一个早期框架,用于在现场表演环境中接近引人入胜的数字视听关系。
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引用次数: 3
Creating and Staging Interactive Costumes 创造和表演互动服装
Michaela Honauer
A growing part of HCI is research on wearables, e-textiles and performances with technology. However, conventional theatre productions underlie traditionally grown structures and have predefined production process that do not allow for in-house creations of interactive costumes. This research project addresses this issue and tries to figure out how this cultural sector and traditional costume design could engage with contemporary e-textile and wearable technologies.
HCI的一个日益增长的部分是对可穿戴设备、电子纺织品和技术性能的研究。然而,传统的戏剧作品以传统的结构为基础,并且有预定义的生产过程,不允许内部创作互动服装。这个研究项目解决了这个问题,并试图找出这个文化部门和传统服装设计如何与当代电子纺织品和可穿戴技术相结合。
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引用次数: 0
Designing Bimanual Tangible Interaction for Stroke Survivors 为中风幸存者设计双手有形互动
Mikko Kytö, D. McGookin, Wilfried Bock, Héctor A. Caltenco, Charlotte Magnusson
Stroke is a significant cause of long-term disability, impairing over 10 million peoples motor function, primarily on one side of the body every year. Whilst effective rehabilitation exercises can help recover and maintain some affected motor function, stroke survivors often do not carry out enough of these. Instead relying on their 'good'; side to carry out tasks. However, this leads to poor recovery limiting the ability to carry out everyday bimanual tasks (such as dressing or cooking). We present work that seeks to support stroke survivors to engage in bimanual rehabilitation through interaction with augmented tangible objects that can be used to control everyday devices. Through a user-centered design process, we uncovered how bimanual rehabilitation can be supported. This led to the development of the ActivSticks device that allows bimanual rehabilitation and interaction with other devices and services.
中风是导致长期残疾的一个重要原因,每年有超过1000万人的运动功能受损,主要是身体的一侧。虽然有效的康复训练可以帮助恢复和维持一些受影响的运动功能,但中风幸存者往往没有进行足够的康复训练。而不是依靠他们的“好”;方执行任务。然而,这导致恢复能力差,限制了进行日常体力劳动(如穿衣或做饭)的能力。我们提出的工作旨在通过与可用于控制日常设备的增强有形物体的互动来支持中风幸存者参与双手康复。通过以用户为中心的设计过程,我们揭示了如何支持手工康复。这导致了ActivSticks设备的发展,允许手动康复和与其他设备和服务的交互。
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引用次数: 11
Opto-Phono-Kinesia (OPK): Designing Motion-Based Interaction for Expert Performers 光-音-动觉(OPK):为专家表演者设计基于动作的互动
Steve Gibson
Opto-Phono-Kinesia (OPK) is an audio-visual performance piece in which all media elements are controlled by the body movements of a single performer. The title is a play on a possible synesthetic state involving connections between vision, sound and body motion. Theoretically, for a person who experiences this state, a specific colour could trigger both a sound and a body action. This synesthetic intersection is simulated in OPK by simultaneity of body movement, and audio-visual result. Using the Gesture and Media System 3.0 motion-tracking system, the performer can dynamically manipulate an immersive environment using two small infrared trackers. The project employs a multipart interface design based on a formal model of increasing complexity in visual-sound-body mapping, and is therefore best performed by an expert performer with strong spatial memory and advanced musical ability. OPK utilizes the "body as experience, instrument and interface" [1] for control of a large-scale environment.
OPK (Opto-Phono-Kinesia)是一种视听表演作品,其中所有媒体元素都由单个表演者的身体动作控制。标题是对一种可能的联觉状态的发挥,这种状态涉及视觉、声音和身体运动之间的联系。理论上,对于经历这种状态的人来说,一种特定的颜色可能会触发声音和身体动作。在OPK中通过身体运动的同时性和视听效果来模拟这种联觉交集。使用手势和媒体系统3.0运动跟踪系统,表演者可以使用两个小型红外跟踪器动态操纵沉浸式环境。该项目采用基于形式化模型的多部分界面设计,在视觉-声音-身体映射中增加复杂性,因此最好由具有强大空间记忆和高级音乐能力的专业表演者来执行。OPK利用“身体作为体验、工具和界面”[1]对大尺度环境进行控制。
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引用次数: 6
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Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
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