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

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Cohousing IoT: Design Prototyping for Community Life 协同物联网:社区生活的设计原型
Tom Jenkins
Cohousing IoT uses research through design to both probe alternative modes of living and prototype speculative domestic Internet of Things devices. These prototype technologies are informed by a public design process that works in two ways. First, it imagines alternatives to existing arrangements of things and devices in the home; and second, it produces prototypes that argue for new roles for internet-connected things that both support and sustain the social life of a cohousing community.
Cohousing IoT通过设计研究来探索可替代的生活模式和原型推测国内物联网设备。这些原型技术是通过两种方式的公共设计过程来实现的。首先,它设想了家庭中现有事物和设备安排的替代方案;其次,它产生了一些原型,为互联网连接的东西提供了新的角色,这些东西既支持又维持了共同居住社区的社会生活。
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引用次数: 18
Smart Toys Design Opportunities for Measuring Children's Fine Motor Skills Development 测量儿童精细运动技能发展的智能玩具设计机会
Svetlana Mironcika, A. D. Schipper, A. Brons, Huub Toussaint, B. Kröse, B. Schouten
Smart tangible toys, designed for hand manipulation, can transform fine motor skills assessment into enjoyable activities which are engaging for children to play (partially) unsupervised. Such toys can support school teachers and parents for early detection of deficiencies in motor skills development of children, as well as objectively monitor the progress of skills development over time. To make a game enjoyable for children with different skills level, these smart toys could offer an adaptive game play. In this paper we describe the design and deployment of a digital board game, equipped with sensors, which we use to explore the potential of using smart toys for fine motor skills assessment in children.
专为手部操作设计的智能有形玩具,可以将精细运动技能评估转变为令人愉快的活动,让孩子们在无人监督的情况下(部分)玩耍。这些玩具可以帮助学校教师和家长早期发现儿童运动技能发展的缺陷,并客观地监测技能发展的进展。为了让不同技能水平的孩子玩得开心,这些智能玩具可以提供适应性的游戏玩法。在本文中,我们描述了一个配备传感器的数字棋盘游戏的设计和部署,我们用它来探索使用智能玩具进行儿童精细运动技能评估的潜力。
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引用次数: 23
Designing a Smart Reading Environment with and for Children 为孩子们设计一个聪明的阅读环境
Pedro R. Ribeiro, Ann-Marie Michel, I. Iurgel, C. Ressel, C. Sylla, Wolfgang Müller
In this paper, we present an ongoing project named STREEN (Story Reading Environmental Enrichment). The project explores a concept of augmented reading focusing on a smart environment that is able to automatically trigger digital media enrichments depending on the reading performance and the narrative. By creating an engaging and immersive reading experience, STREEN has the potential to support early readers. In order to understand how the story reading activities can be enriched through digital media, as well as the effect of such enrichments on the reading experience, the design and development of STREEN follows a Design Based Research approach, involving teachers and primary school children along the design process. In this paper, we describe the first steps towards the construction of a smart reading environment for primary school children.
在本文中,我们提出了一个正在进行的项目STREEN(故事阅读环境充实)。该项目探索了一个增强阅读的概念,重点是一个智能环境,能够根据阅读表现和叙述自动触发数字媒体丰富。通过创造引人入胜的沉浸式阅读体验,STREEN有潜力支持早期读者。为了了解如何通过数字媒体丰富故事阅读活动,以及这种丰富对阅读体验的影响,STREEN的设计和开发采用了基于设计的研究方法,在设计过程中涉及教师和小学生。在本文中,我们描述了建设小学生智能阅读环境的第一步。
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引用次数: 6
SWAY - Designing for Balance and Posture Awareness SWAY -平衡和姿势意识的设计
Simon Asplund, Martin Jonsson
This paper presents the SWAY prototype that encourages people to explore aspects around balance and posture in a playful way. The prototype senses small movements and shifts in posture using a Kinect sensor, and translates these movements to the tilting of a platform holding a set of marbles, and to haptic feedback in the form of vibrations. The prototype provides an interactive experience focusing on building body awareness with a particular focus on balance and posture. The design inquiry provided new insights with respect to reinforcement of bodily experiences and how different modalities affect the guiding of attention.
本文展示了SWAY原型,鼓励人们以有趣的方式探索平衡和姿势的各个方面。原型机使用Kinect传感器来感知微小的运动和姿势的变化,并将这些运动转化为放置一组弹珠的平台的倾斜,以及以振动形式的触觉反馈。原型提供了一种互动体验,专注于建立身体意识,特别关注平衡和姿势。设计调查提供了关于强化身体体验和不同模式如何影响注意力引导的新见解。
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引用次数: 14
MOD: A Portable Instrument for Mixing Analog and Digital Drawing for Live Cinema MOD:一个便携式仪器混合模拟和数字绘图的现场电影
A. Momeni, D. McNamara
This paper describes the design and fabrication of MOD (Mo- bile Object for Drawing)-a portable instrument for combining analog and digital drawing. MOD is intended for live performance and content creation efforts that mix common analog drawing interfaces (i.e. paper, transparency, pencil, marker) with digital cameras (webcams, scientific imaging cameras, digital magnifiers and microscopes), custom software (for keying, thresholding, looping, layer) and digital projectors. The iteration of the instrument described here combines all of these components into a single portable battery powered pack- age that embeds the computation on a small linux computer, includes a small laser projector, and integrates custom tac- tile controllers. The intended uses of this instrument include experimental performance and rapid content creation; the instrument is intended to be suitable for formal (concert hall, theater) and informal (street performance, busking, parade, protest) settings, classrooms and maker spaces.
本文介绍了模拟与数字制图相结合的便携式仪器mobile Object for Drawing的设计与制作。MOD的目的是为了现场表演和内容创作的努力,混合常见的模拟绘图接口(即纸,透明,铅笔,记号笔)与数码相机(网络摄像头,科学成像相机,数码放大镜和显微镜),定制软件(键控,阈值,循环,层)和数字投影仪。这里描述的仪器的迭代将所有这些组件结合到一个便携式电池供电包中,该包将计算嵌入到一个小型linux计算机上,包括一个小型激光投影仪,并集成了定制的tac- tile控制器。该仪器的预期用途包括实验性能和快速内容创建;该乐器适用于正式场合(音乐厅、剧院)和非正式场合(街头表演、街头卖艺、游行、抗议)、教室和创客空间。
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引用次数: 2
Sensory VR: Smelling, Touching, and Eating Virtual Reality 感官虚拟现实:嗅觉,触摸和吃虚拟现实
Daniel Harley, A. Verni, M. Willis, Ashley Ng, Lucas Bozzo, Ali Mazalek
We present two proof of concept sensory experiences designed for virtual reality (VR). Our experiences bring together smell, sound, taste, touch, and sight, focusing on low-cost, non-digital materials and on passive interactions. We also contribute a design rationale and a review of sensory interactions, particularly those designed for VR. We argue that current sensory experiences designed for VR often lack a broader consideration of the senses, especially in their neglect of the non-digital. We discuss some implications of non-digital design for sensory VR, suggesting that there may be opportunities to expand conceptions of what sensory design in VR can be.
我们提出了两个为虚拟现实(VR)设计的概念感官体验验证。我们的体验将嗅觉、声音、味觉、触觉和视觉结合在一起,专注于低成本、非数字材料和被动互动。我们还提供了设计原理和感官交互的回顾,特别是那些为VR设计的。我们认为,目前为VR设计的感官体验往往缺乏对感官的广泛考虑,特别是忽视了非数字体验。我们讨论了非数字设计对感官VR的一些影响,表明可能有机会扩展VR感官设计的概念。
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引用次数: 54
Tquencer: A Tangible Musical Sequencer Using Overlays 音序器:一个有形的音乐音序器使用叠加
Martin Kaltenbrunner, J. Vetter
This article discusses the design and implementation of the Tquencer, a tangible musical sequencer device. The tangible interaction paradigm for musical sequencers has been explored previously trough the arrangement of simple tangible tokens within time-based physical constraints. While this initial approach allows for the creation of basic rhythmic or melodic loops, it sometimes lacks the musical depth required for professional live performance. Therefore we introduce several additional physical design elements that allow the development of musical complexity, while maintaining the overall simplicity of tangible interaction. These tangible elements include single-step, multi-step and resizable tokens, which can be arranged to trigger musical events, multi-step sound effects and more complex sequence patterns. Furthermore the device also allows the dynamic assignment of the content and behavior of physical tokens through dedicated configuration tokens. We also introduce tangible overlays, which allow the handling and arrangement of multiple musical configurations in various layers. This token configuration and layer management is facilitated by an additional control step, which allows for the overall tangible configuration of a musical setup. Apart from its primary musical application scenario, the Tquencer also provides a generic tangible controller platform for time-based sequencing applications.
本文讨论了Tquencer的设计和实现,Tquencer是一种有形的音乐定序器。音乐序列器的有形交互范例已经通过在基于时间的物理约束内安排简单的有形标记进行了探索。虽然这种最初的方法允许创造基本的节奏或旋律循环,但它有时缺乏专业现场表演所需的音乐深度。因此,我们引入了几个额外的物理设计元素,允许音乐复杂性的发展,同时保持整体简单的有形互动。这些有形元素包括单步,多步和可调整大小的标记,可以安排触发音乐事件,多步音效和更复杂的序列模式。此外,该设备还允许通过专用配置令牌动态分配物理令牌的内容和行为。我们还介绍了有形的覆盖,它允许处理和安排多个音乐配置在不同的层。这个令牌配置和层管理是由一个额外的控制步骤,它允许音乐设置的整体有形配置的便利。除了其主要的音乐应用场景,Tquencer还为基于时间的测序应用提供了一个通用的有形控制器平台。
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引用次数: 4
Morphology Extension Kit: A Modular Robotic Platform for Physically Reconfigurable Wearables 形态学扩展套件:物理可重构可穿戴设备的模块化机器人平台
Sang-won Leigh, T. Denton, K. Parekh, William S. Peebles, Magnus H. Johnson, P. Maes
Various forms of wearable robotics challenge the notion of the human body, in that the robots render the acquired capabilities in physical forms. However, majority of such systems are designed for specific purposes, where rapidly changing environments pose a diverse set of problems that are difficult to solve with a single interface. To address this, we propose a modular hardware platform that allows its users or designers to build and customize wearable robots. The process of building an augmentation is simply to connect actuator and sensor blocks and attach them to the body. The current list of designed components includes servomotor modules and sensor modules, that can be programmed to incorporate additional electronics for desired sensing capabilities. Our electrical and mechanical connector designs can be extended to utilize any motors within afforded power, size, and weight constraints. We also show how our platform can be used in various applications, in addition to how the proposed design can be extended as well as challenges for future systems.
各种形式的可穿戴机器人挑战了人体的概念,因为机器人以物理形式呈现了获得的能力。然而,大多数这样的系统是为特定目的而设计的,其中快速变化的环境带来了各种各样的问题,这些问题很难用单个接口解决。为了解决这个问题,我们提出了一个模块化的硬件平台,允许其用户或设计师构建和定制可穿戴机器人。构建增强装置的过程很简单,就是将执行器和传感器模块连接起来,并将它们附着在身体上。目前设计的组件列表包括伺服电机模块和传感器模块,可以通过编程来整合额外的电子设备,以实现所需的传感能力。我们的电气和机械连接器设计可以扩展到使用功率,尺寸和重量限制范围内的任何电机。我们还展示了如何在各种应用程序中使用我们的平台,以及如何扩展所建议的设计以及未来系统的挑战。
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引用次数: 16
Tracking Well-Being Design Explorations Through Object Theatre 通过对象剧场追踪幸福设计探索
Andreas Heiberg Skouby, Merja Ryöppy, Robb Mitchell
We introduce Object Theatre for Design as a hands-on approach to enable healthcare tracking to move beyond numbers and empower patients to monitor and convey their subjective well-being. A transformed perspective on relating to artifacts will drive tangible and bodily explorations in order to collaboratively create mockups for logging and expressing emotions and perceptions in novel tangible forms.
我们介绍了Object Theatre for Design作为一种实践方法,使医疗保健跟踪能够超越数字,并使患者能够监测和传达他们的主观健康状况。与工件相关的转换视角将推动有形的和身体的探索,以便以新颖的有形形式协作创建记录和表达情感和感知的模型。
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引用次数: 1
Marching Cubes Made Tangible 移动方块变得有形
J. Jackson
Drawing inspiration from a computer algorithm of the same name, Marching Cubes Made Tangible leverages 3D printing to make the virtual world physical. In the 1980s, researchers devised an algorithm for generating computer graphics from medical scan data that featured an underlying language of faceted cubes. Marching Cubes Made Tangible translates this virtual procedure into interactive installations, which are assembled from a modular set of 3D printed components. By enacting the algorithm in the real world, this project generates dialogue about the ways in which information technologies create the building blocks of contemporary culture.
从同名计算机算法中获得灵感,Marching Cubes Made Tangible利用3D打印将虚拟世界变为现实。在20世纪80年代,研究人员设计了一种算法,用于从医学扫描数据生成计算机图形,该算法的基本语言是多面立方体。Marching Cubes Made Tangible将这个虚拟过程转化为交互式装置,这些装置由一组模块化的3D打印组件组装而成。通过在现实世界中实施该算法,该项目引发了关于信息技术如何创造当代文化基石的对话。
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引用次数: 1
期刊
Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
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