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.
{"title":"Cohousing IoT: Design Prototyping for Community Life","authors":"Tom Jenkins","doi":"10.1145/3173225.3173244","DOIUrl":"https://doi.org/10.1145/3173225.3173244","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127041700","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Smart Toys Design Opportunities for Measuring Children's Fine Motor Skills Development","authors":"Svetlana Mironcika, A. D. Schipper, A. Brons, Huub Toussaint, B. Kröse, B. Schouten","doi":"10.1145/3173225.3173256","DOIUrl":"https://doi.org/10.1145/3173225.3173256","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124520458","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Designing a Smart Reading Environment with and for Children","authors":"Pedro R. Ribeiro, Ann-Marie Michel, I. Iurgel, C. Ressel, C. Sylla, Wolfgang Müller","doi":"10.1145/3173225.3173274","DOIUrl":"https://doi.org/10.1145/3173225.3173274","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"169 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127701634","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"SWAY - Designing for Balance and Posture Awareness","authors":"Simon Asplund, Martin Jonsson","doi":"10.1145/3173225.3173262","DOIUrl":"https://doi.org/10.1145/3173225.3173262","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133690090","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"MOD: A Portable Instrument for Mixing Analog and Digital Drawing for Live Cinema","authors":"A. Momeni, D. McNamara","doi":"10.1145/3173225.3173254","DOIUrl":"https://doi.org/10.1145/3173225.3173254","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133837512","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Sensory VR: Smelling, Touching, and Eating Virtual Reality","authors":"Daniel Harley, A. Verni, M. Willis, Ashley Ng, Lucas Bozzo, Ali Mazalek","doi":"10.1145/3173225.3173241","DOIUrl":"https://doi.org/10.1145/3173225.3173241","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116200136","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Tquencer: A Tangible Musical Sequencer Using Overlays","authors":"Martin Kaltenbrunner, J. Vetter","doi":"10.1145/3173225.3173233","DOIUrl":"https://doi.org/10.1145/3173225.3173233","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123931515","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Morphology Extension Kit: A Modular Robotic Platform for Physically Reconfigurable Wearables","authors":"Sang-won Leigh, T. Denton, K. Parekh, William S. Peebles, Magnus H. Johnson, P. Maes","doi":"10.1145/3173225.3173239","DOIUrl":"https://doi.org/10.1145/3173225.3173239","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128366802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Tracking Well-Being Design Explorations Through Object Theatre","authors":"Andreas Heiberg Skouby, Merja Ryöppy, Robb Mitchell","doi":"10.1145/3173225.3173335","DOIUrl":"https://doi.org/10.1145/3173225.3173335","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129969742","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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。
{"title":"Marching Cubes Made Tangible","authors":"J. Jackson","doi":"10.1145/3173225.3173313","DOIUrl":"https://doi.org/10.1145/3173225.3173313","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128876584","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}