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

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PainByte: Chronic Pain and BioMedical Engineering Through the Lens of Classical Ballet & Virtual Reality PainByte:古典芭蕾和虚拟现实镜头下的慢性疼痛和生物医学工程
Genevieve Smith-Nunes, Alex Shaw, C. Neale
[pain]Byte is looks at the world of chronic pain. The invisible disability of spinal chronic pain which is manifested and represented through data driven dance (classical ballet) and virtual reality (VR). Enabling the non sufferer audience to 'see' the hidden nature and challenges of chronic pain linked to the benefits of biomedical engineering and implanted technology. The body as analogue represented through the digital of the wearables and the virtual in the VR experience. Humanising implanted technology and exposing the invisible nature of chronic pain for audiences. In our exhibit, people can watch the VR, interact with the biometric sensors and our single Kinect motion capture. A recording of the ballet will be projected.
《Byte》着眼于慢性疼痛的世界。通过数据驱动舞蹈(古典芭蕾)和虚拟现实(VR)来表现和表征脊柱慢性疼痛的无形残疾。使非患者观众“看到”与生物医学工程和植入技术的好处有关的慢性疼痛的隐藏性质和挑战。通过可穿戴设备的数字化和VR体验中的虚拟来模拟身体。人性化植入技术,为观众揭露慢性疼痛的无形本质。在我们的展览中,人们可以观看VR,与生物识别传感器和我们的Kinect动作捕捉进行互动。将放映一段芭蕾舞的录音。
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引用次数: 2
Deformable Controllers: Fabrication and Design to Promote Novel Hand Gestural Interaction Mechanisms 可变形控制器:制造和设计,以促进新的手势交互机制
Victor Cheung, Alexander Keith Eady, A. Girouard
When compared to mainstream touch/button-centric devices, deformable devices enable a more organic and tangible way for human-computer interaction. This studio provides participants an opportunity to have hands-on experience in fabricating controllers that use various deformation inputs (e.g., bending, stretching), and promote novel interaction mechanisms using hand gestures. Participants will learn different types of deformation inputs and create their own sensors. They will work in groups to design deformable controllers using both the sensors they make in-session and/or pre-built ones, to afford novel hand gestural inputs beyond conventional touches and clicks. The main objectives of this studio are to facilitate exchange of experience in fabricating deformable sensors/materials, and to foster creativity in using such controllers as inputs with hand gestures.
与主流的触控/按键设备相比,可变形设备为人机交互提供了更有机、更切实的方式。这个工作室为参与者提供了一个机会,让他们有机会在制造使用各种变形输入(例如,弯曲,拉伸)的控制器的实践经验,并使用手势促进新的交互机制。参与者将学习不同类型的变形输入,并创建自己的传感器。他们将分组工作,使用他们在会话中制造的传感器和/或预先构建的传感器设计可变形控制器,以提供超越传统触摸和点击的新颖手势输入。该工作室的主要目标是促进在制造可变形传感器/材料方面的经验交流,并培养使用这种控制器作为手势输入的创造力。
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引用次数: 9
Tracking, Animating, and 3D Printing Elements of the Fine Arts Freehand Drawing Process 跟踪,动画和3D打印元素的美术手绘过程
Piyum Fernando, Jennifer Weiler, S. Kuznetsov, P. Turaga
Dynamic elements of traditional drawing processes such as the order of compilation, and speed, length, and pressure of strokes can be as important as the final art piece because they can reveal the technique, process, and emotions of the artist. In this paper, we present an interactive system that unobtrusively tracks the freehand drawing process (movement and pressure of artist»s pencil) on a regular easel. The system outputs captured information using 2D video renderings and 3D-printed sculptures. We also present a summery of findings from a user study with 6 experienced artists who created multiple pencil drawings using our system. The resulting digital and physical outputs from our system revealed vast differences in drawing speeds, styles, and techniques. At TEI art track, the attendees will likely engage in lively discussion around the analog, digital, and tangible aspects of our exhibit. We believe that such a discussion will be critical not only in shaping the future of our work, but also in understanding novel research directions at the intersection of art and computation.
传统绘画过程中的动态元素,如编辑顺序、速度、长度和笔画压力,可能与最终的艺术作品一样重要,因为它们可以揭示艺术家的技术、过程和情感。在本文中,我们提出了一个交互系统,不显眼地跟踪写意绘画过程(艺术家的铅笔的运动和压力)在一个普通的架上。该系统使用2D视频渲染和3d打印雕塑输出捕获的信息。我们还介绍了6位经验丰富的艺术家使用我们的系统创建了多个铅笔画的用户研究结果的总结。由此产生的数字和物理输出从我们的系统显示在绘画速度,风格和技术的巨大差异。在TEI艺术轨道上,与会者可能会围绕我们展览的模拟,数字和有形方面进行热烈的讨论。我们相信,这样的讨论不仅对塑造我们工作的未来至关重要,而且对理解艺术与计算交叉的新研究方向也至关重要。
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引用次数: 5
'Let's Fake News' “让我们做假新闻吧”
Léon McCarthy
"Let's Fake News" is an interactive media art installation that forces participants to realize that anyone can create fake news and may even find joy in doing so. The artwork addresses the conference themes as an interactive installation that challenges ideas around "post-truth", creating an experience that engages with digital representations of the discursive interactions.
“让我们来做假新闻”是一个互动媒体艺术装置,它迫使参与者意识到任何人都可以制造假新闻,甚至可以从中找到乐趣。该作品以互动装置的形式解决了会议主题,挑战了围绕“后真相”的想法,创造了一种与话语互动的数字表现相结合的体验。
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引用次数: 0
Ani-Bot: A Modular Robotics System Supporting Creation, Tweaking, and Usage with Mixed-Reality Interactions 反机器人:一个模块化的机器人系统,支持创建,调整和使用混合现实交互
Yuanzhi Cao, Zhuangying Xu, Terrell Glenn, Ke Huo, K. Ramani
Ani-Bot is a modular robotics system that allows users to control their DIY robots using Mixed-Reality Interaction (MRI). This system takes advantage of MRI to enable users to visually program the robot through the augmented view of a Head-Mounted Display (HMD). In this paper, we first explain the design of the Mixed-Reality (MR) ready modular robotics system, which allows users to instantly perform MRI once they finish assembling the robot. Then, we elaborate the augmentations provided by the MR system in the three primary phases of a construction kit's lifecycle: Creation, Tweaking, and Usage. Finally, we demonstrate Ani-Bot with four application examples and evaluate the system with a two-session user study. The results of our evaluation indicate that Ani-Bot does successfully embed MRI into the lifecycle (Creation, Tweaking, Usage) of DIY robotics and that it does show strong potential for delivering an enhanced user experience.
Ani-Bot是一个模块化机器人系统,允许用户使用混合现实交互(MRI)控制他们的DIY机器人。该系统利用核磁共振成像技术使用户能够通过头戴式显示器(HMD)的增强视图直观地对机器人进行编程。在本文中,我们首先解释了混合现实(MR)就绪模块化机器人系统的设计,该系统允许用户在完成机器人组装后立即执行MRI。然后,我们详细说明MR系统在构建工具包生命周期的三个主要阶段提供的增强功能:创建、调整和使用。最后,我们用四个应用实例演示了Ani-Bot,并通过两个会话的用户研究来评估系统。我们的评估结果表明,Ani-Bot确实成功地将MRI嵌入到DIY机器人的生命周期(创建,调整,使用)中,并且它确实显示出提供增强用户体验的强大潜力。
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引用次数: 8
TwistBlocks: Pluggable and Twistable Modular TUI for Armature Interaction in 3D Design TwistBlocks: 3D设计中电枢交互的可插拔和可扭曲模块化TUI
M. Wang, Kehua Lei, Zhichun Li, Haipeng Mi, Ying-Qing Xu
The use of armatures is a convenient way of deforming and animating 3D digital models. However, interact with an armature is usually time-consuming, and often requires professional skills. Tangible interfaces, such as building blocks, while having improved the accessibility of digital construction, are still lacking in flexibility and present difficulties in dealing with curved armatures. This paper introduces TwistBlocks, a pluggable and twistable modular TUI that improves the accessibility of 3D modeling and animating by physical armature interaction. TwistBlocks is capable of creating complex armatures with dense branches, and supports a high DOF (Degree of Freedom) in physical manipulation. In addition, a set of software tools are provided for novice users to easily create, rig, and animate models. The global-posture sensing network sensing scheme can also measure the rotation and movement of the physical armature, and enables interaction between multiple models.
使用电枢是一种方便的方式来变形和动画三维数字模型。然而,与电枢的交互通常是耗时的,并且通常需要专业技能。有形的界面,如积木,虽然提高了数字建筑的可访问性,但仍然缺乏灵活性,并且在处理弯曲的电枢方面存在困难。本文介绍了一个可插拔、可扭曲的模块化图形交互界面TwistBlocks,它通过物理电枢交互提高了三维建模和动画的可访问性。TwistBlocks能够创建具有密集分支的复杂电枢,并支持物理操作中的高自由度(自由度)。此外,还为新手用户提供了一套软件工具,以便轻松创建,钻机和动画模型。全局姿态感知网络感知方案还可以测量物理电枢的旋转和运动,并实现多个模型之间的交互。
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引用次数: 9
Session details: Paper Session 6: Theory, Communities & Frameworks 会议详情:论文部分6:理论,社区和框架
Jelle Saldien
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引用次数: 1
CRISPEE: A Tangible Gene Editing Platform for Early Childhood CRISPEE:一个切实的幼儿基因编辑平台
Clarissa Verish, Amanda Strawhacker, M. Bers, Orit Shaer
We present CRISPEE, a novel tangible user interface designed to engage young elementary school children in bioengineering concepts. Using CRISPEE, children assume the role of a bioengineer to create a genetic program that codes for a firefly's bioluminescent light. This is accomplished through sequencing tangible representations of BioBricks, which code for the primary colors of light (red, green, and blue) to be turned on or off. The interface and curricular supplement expose children in early elementary school to concepts traditionally taught much later in school curricula through playful interaction and exploration. We discuss CRISPEE's concept and design, and share findings from its preliminary evaluation with children and adults.
我们提出CRISPEE,一种新颖的有形用户界面,旨在吸引年轻的小学生参与生物工程概念。使用CRISPEE,孩子们扮演生物工程师的角色,创建一个基因程序,为萤火虫的生物发光编码。这是通过对生物砖的有形表示进行排序来实现的,生物砖对光的原色(红色、绿色和蓝色)进行编码,以打开或关闭。通过有趣的互动和探索,界面和课程补充让小学早期的孩子们接触到传统上在学校课程中晚些时候教授的概念。我们讨论CRISPEE的概念和设计,并与儿童和成人分享其初步评估的结果。
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引用次数: 13
Screenprinting and TEI: Supporting Engagement with STEAM through DIY Fabrication of Smart Materials 丝网印刷和TEI:通过智能材料的DIY制造支持STEAM的参与
S. Kuznetsov, Piyum Fernando, Emily Ritter, Cassandra M. Barrett, Jennifer Weiler, Marissa Rohr
This paper focuses on manual screenprinting as a DIY fabrication technique for embedding interactive behavior onto a rage of substrates such as paper, fabric, plastic, wood, or vinyl. We frame screenprinting as a process that operates at the intersection of art, technology, and material science and iteratively examine its potential in two STEAM contexts. We conducted youth and adult workshops whereby participants worked with our low-cost thermochromic, UV-sensitive, and conductive screenprinting inks to develop a range of concepts and final projects. Our findings highlight several unique features of screenprinting: it affords a low barrier to entry for smart material fabrication, supports a collaborative maker practice, and scaffolds creative engagement with STEAM concepts. By being widely-accessible and substrate-agnostic, screenprinting presents exciting opportunities for TEI: DIY fabrication of smart materials in domains such as fine arts, information visualization, and slow technology; and bridging diverse disciplines through STEAM screenprinting initiatives at youth and adult levels.
本文着重于手工丝网印刷作为一种DIY制造技术,将交互行为嵌入到一系列基材上,如纸张,织物,塑料,木材或乙烯基。我们将丝网印刷视为艺术、技术和材料科学的交叉过程,并在两种STEAM环境中反复研究其潜力。我们举办了青少年和成人研讨会,参与者使用我们的低成本热致变色、紫外线敏感和导电丝网印刷油墨来开发一系列概念和最终项目。我们的研究结果突出了丝网印刷的几个独特之处:它为智能材料制造提供了较低的进入门槛,支持协作式制造商实践,并为STEAM概念的创造性参与提供了支撑。通过广泛的可访问性和基材不可知性,丝网印刷为TEI提供了令人兴奋的机会:在美术、信息可视化和慢速技术等领域DIY制造智能材料;并通过STEAM在青年和成人层面的丝网印刷倡议,弥合不同学科。
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引用次数: 14
Understanding Transformations through Design: Can Resilience Thinking Help? 通过设计理解变革:弹性思维有帮助吗?
R. V. D. Veen, Viola Hakkerainen, J. Peeters, A. Trotto
The interaction design community increasingly addresses how digital technologies may contribute to societal transformations. This paper aims at understanding transformation ignited by a particular constructive design research project. This transformation will be discussed and analysed using resilience thinking, an established approach within sustainability science. By creating a common language between these two disciplines, we start to identify what kind of transformation took place, what factors played a role in the transformation, and which transformative qualities played a role in creating these factors. Our intention is to set out how the notion of resilience might provide a new perspective to understand how constructive design research may produce results that have a sustainable social impact. The findings point towards ways in which these two different perspectives on transformation the analytical perspective of resilience thinking and the generative perspective of constructive design research - may become complementary in both igniting and understanding transformations.
交互设计界越来越关注数字技术如何促进社会变革。本文旨在了解一个特定的建筑设计研究项目所引发的转变。这种转变将使用弹性思维进行讨论和分析,弹性思维是可持续发展科学中的一种既定方法。通过在这两个学科之间创建一种共同的语言,我们开始确定发生了什么样的转换,哪些因素在转换中发挥了作用,哪些转换品质在创建这些因素中发挥了作用。我们的目的是阐明弹性的概念如何提供一个新的视角来理解建设性设计研究如何产生具有可持续社会影响的结果。研究结果指出,这两种不同的转型视角——弹性思维的分析视角和建设性设计研究的生成视角——可能在激发和理解转型方面形成互补。
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引用次数: 3
期刊
Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
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