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

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Soft-bodied Fidget Toys: A Materials Exploration 软体烦躁玩具:材料探索
Peter Cottrell, April Grow, K. Isbister
We present an exploration of e-textile/soft materials that can be used to capture fidget traces, while providing the touch sensations that fidgeters report seeking out in everyday fidget objects [3,4,5]. We created two soft-bodied "sampler" objects with a range of smart fidgeting affordances, which we describe in this paper, along with a general outline of the range of properties explored. This work extends exploration of a novel design space introduced in [4], toward the end goal of creating smart fidget objects that aid self-regulation. We include an overview of our design process, present some preliminary insights about materials that support this design space, and conclude with current and future directions for the work.
我们提出了一种可用于捕捉坐立不安痕迹的电子纺织品/软材料的探索,同时提供坐立不安者报告在日常坐立不安物体中寻找的触摸感觉[3,4,5]。我们创建了两个软体“采样器”对象,具有一系列智能抖动功能,我们在本文中描述了这些功能,并概述了所探索的属性范围。这项工作扩展了[4]中引入的新设计空间的探索,朝着创造有助于自我调节的智能指尖物体的最终目标迈进。我们概述了我们的设计过程,提出了一些关于支持该设计空间的材料的初步见解,并总结了当前和未来的工作方向。
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引用次数: 6
Code{strata} Sonifying Software Complexity 代码{分层}提高软件复杂性
D. Thomas, Nicolas Harrand, B. Baudry, Bruno Bossis
Code{strata} is an interdisciplinary collaboration between art studies researchers (Rennes 2) and computer scientists (INRIA, KTH). It is a sound installation: a computer system unit made of concrete that sits on a wooden desk. The purpose of this project is to question the opacity and simplicity of high-level interfaces used in daily gestures. It takes the form of a 3-D sonification of a full software trace that is collected when performing a copy and paste command in a simple text editor. The user may hear, through headphones, a poetic interpretation of what happens in a computer, behind the of graphical interfaces. The sentence 'Copy and paste' is played back in as many pieces as there are nested functions called during the execution of the command.
Code{strata}是艺术研究人员(Rennes 2)和计算机科学家(INRIA, KTH)之间的跨学科合作。这是一个声音装置:一个由混凝土制成的计算机系统单元,放在木桌上。这个项目的目的是质疑日常手势中使用的高级界面的不透明性和简单性。当在简单的文本编辑器中执行复制和粘贴命令时,它采用完整软件跟踪的3-D声音化形式。用户可能会通过耳机听到图形界面背后对计算机中发生的事情的诗意解读。语句“复制和粘贴”会在命令执行过程中被调用的嵌套函数中以尽可能多的片段播放。
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引用次数: 1
The Shared Individual 共享的个体
A. Rostami, Emma Bexell, Stefan Stanisic
The Shared Individual is a live collaborative Mixed-Reality Performance in which a group of audience members can observe themselves from an individual's point of view. In this performance, a performer shares her view with audience members by wearing a head-mounted camera and steaming live video. By wearing a head-mounted display audience members can see themselves and follow performer's instruction to 'occupy' her body and become her. This instruction, in the form of performance, is designed to help the audience to sync with the performer in three different stages: visual synchronization, physical synchronization and emotional synchronization.
“共享个体”是一场现场合作的混合现实表演,一群观众可以从个人的角度观察自己。在这个表演中,表演者通过头戴式摄像机和热气腾腾的直播视频与观众分享她的观点。通过戴上头戴式显示器,观众可以看到自己,并按照表演者的指示“占据”她的身体,成为她。这个指令以表演的形式,帮助观众在三个不同的阶段与表演者同步:视觉同步、身体同步和情感同步。
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引用次数: 4
Tangible Interaction in the Dentist Office 牙医办公室的有形互动
Frode Guribye, Tor Gjosater
This paper presents the design efforts involved in making a system for supporting haptic communication between dentist and patient during dental treatment. We describe Grasp Live, a haptic interaction technology consisting of a tangible stone-like object connected to a vibro-tactile feedback device.
本文介绍了在牙科治疗过程中支持牙医和病人之间触觉交流的系统的设计工作。我们描述了一种触觉交互技术,由一个有形的石头状物体连接到一个振动触觉反馈装置组成。
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引用次数: 11
Sew-Flow: A Craft Interpretation of a Digital Game 《Sew-Flow》:数字游戏的工艺诠释
Kinneret Itzhak, Kamila Kantek, Dafna Levi, Shachar Geiger, Shoval Nir, M. Rinott
We present "Sew-Flow", a craft interpretation of the Digital Game "Flow Free" that is played on smartphones and computers. In Sew-Flow the screen is replaced by a fabric interface that is played by a process of sewing with conductive yarn. Feedback to the game play is presented by thermo-chromic colors that gradually appear. We lay out the motivations for slowing down the game experience and moving it into the material world. The crafting of the game elements and the game experience are described in detail, as well as the technological implementation. Insights from initial trials are described, showing that children and adults perceived the game in different ways. Future directions involve solving a number of challenges involving the thermo-chromic materials and conductive yarn.
我们展示了“Sew-Flow”,这是一款对智能手机和电脑上的数字游戏“Flow Free”的手工诠释。在Sew-Flow中,屏幕被织物界面取代,该界面由导电纱缝纫过程发挥作用。对游戏玩法的反馈是由逐渐出现的热致变色呈现的。我们列出了放慢游戏体验并将其转移到物质世界的动机。详细描述了游戏元素的制作和游戏体验,以及技术执行。本文描述了从最初的试验中获得的见解,表明儿童和成人以不同的方式感知游戏。未来的发展方向包括解决一些涉及热致变色材料和导电纱线的挑战。
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引用次数: 2
Session details: Paper Session 2: Shapechanging Textiles & Interactive Materials 会议详情:论文部分2:变形纺织品和互动材料
Ian Oakley
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引用次数: 0
Your Body of Water: A Display that Visualizes Aesthetic Heart Rate Data from a 3D Camera 你的身体的水:显示视觉美学心率数据从一个3D相机
L. Jones, Paula Gardner, Nick Puckett
We present the design and implementation of Your Body of Water, a display that wirelessly gathers heart rate data using a 3D camera and then visualizes the viewer's heart rate as water. As heart rate goes up the water gets livelier (with larger and faster waves) and as heart rate goes down the water gets calmer. The purpose of the display is to use aesthetic biofeedback data to help participants reflect on their felt bodily experience. The device went through system critique using somaesthetic appreciation design heuristics, and we describe the design themes that arose from those critiques.
我们展示了Your Body of Water的设计和实现,这是一个使用3D摄像头无线收集心率数据的显示器,然后将观看者的心率可视化为水。随着心率的上升,水变得更有活力(波浪更大更快),随着心率的下降,水变得更平静。展示的目的是使用美学生物反馈数据来帮助参与者反思他们的身体感受。该设备通过使用躯体美学欣赏设计启发法进行系统批评,我们描述了从这些批评中产生的设计主题。
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引用次数: 8
Situated Game Level Editing in Augmented Reality 增强现实中的情境游戏关卡编辑
Gary Ng, J. Shin, Alexander Plopski, C. Sandor, D. Saakes
Level editors let end-users create custom levels and content within a given video game. In this paper, we explore the concept and design of Augmented reality game level editors. These new types of editors are not only spatial and embodied, but also situated, as they enable users to tailor games to the unique characteristics and emotional value of their own space. We present the design and implementation of a prototype level editor that runs on the Microsoft HoloLens. The editor enables users to add virtual content in their homes and add interactions through spatial trigger-action game-logic programming. We had pairs of students create games with the prototype and play each other's games. They reported that games are fun to make, play, and watch others play. Based on the design and evaluation, we propose guidelines for Augmented reality game-authoring tools for end users.
关卡编辑器允许最终用户在给定的电子游戏中创建自定义关卡和内容。本文探讨了增强现实游戏关卡编辑器的概念和设计。这些新类型的编辑器不仅具有空间性和具象化,而且具有位置性,因为它们使用户能够根据自己空间的独特特征和情感价值定制游戏。我们展示了在微软HoloLens上运行的原型关卡编辑器的设计和实现。编辑器使用户能够在家中添加虚拟内容,并通过空间触发动作游戏逻辑编程添加交互。我们让学生们用原型制作游戏,并玩彼此的游戏。他们表示,制作、玩游戏以及观看他人玩游戏都很有趣。基于设计和评估,我们为最终用户提出了增强现实游戏创作工具的指导方针。
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引用次数: 22
Embodied Interactions with E-Textiles and the Internet of Sounds for Performing Arts 电子纺织品与表演艺术声音网络的具体互动
Sophie Skach, Anna Xambó, L. Turchet, Ariane Stolfi, R. Stewart, M. Barthet
This paper presents initial steps towards the design of an embedded system for body-centric sonic performance. The proposed prototyping system allows performers to manipulate sounds through gestural interactions captured by textile wearable sensors. The e-textile sensor data control, in real-time, audio synthesis algorithms working with content from Audio Commons, a novel web-based ecosystem for re-purposing crowd-sourced audio. The system enables creative embodied music interactions by combining seamless physical e-textiles with web-based digital audio technologies.
本文介绍了设计以身体为中心的声学性能嵌入式系统的初步步骤。提出的原型系统允许表演者通过纺织品可穿戴传感器捕获的手势交互来操纵声音。电子纺织传感器数据实时控制音频合成算法,该算法与audio Commons的内容一起工作,audio Commons是一个基于网络的新型生态系统,用于重新利用众包音频。该系统通过将无缝的物理电子纺织品与基于网络的数字音频技术相结合,实现了创造性的具体化音乐交互。
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引用次数: 24
SENSE-SEAT: Challenging Disruptions In Shared Workspaces Through a Sensor-Based Seat 感官座椅:通过基于传感器的座椅挑战共享工作空间的中断
Nils Ehrenberg, J. L. Silva, Pedro F. Campos
Creative industries' workers are becoming more prominent as countries move towards intellectual-based economies. Consequently, the workplace needs to be reconfigured so that creativity and productivity can be better promoted at shared workspaces. We report on a study based on diaries, interviews and probes, with 8 creative industries' professionals at a co-working space, with the goal of understanding their advantages and disadvantages, and causes for cognitive disruptions. Findings indicate that temperature, noise and coworkers' requests are the main causes for disruptions in the work processes. The insights are used to inform the design process of SENSE-SEAT, a seat with embedded sensors and tangible actuators, as a contribution to reimagining the role of tangible and embedded interaction in intelligent furniture. We are currently at a prototyping stage, with 3D prints and 3D renders and we explain the design process and outlining the early results.
随着各国走向以知识为基础的经济,创意产业的工人正变得越来越突出。因此,工作场所需要重新配置,以便在共享的工作空间中更好地促进创造力和生产力。我们报告了一项基于日记、访谈和调查的研究,研究了8位创意产业的专业人士在一个联合办公空间,目的是了解他们的优势和劣势,以及认知中断的原因。调查结果显示,温度、噪音和同事的要求是导致工作中断的主要原因。这些见解被用来为SENSE-SEAT的设计过程提供信息,SENSE-SEAT是一种带有嵌入式传感器和有形执行器的座椅,有助于重新构想智能家具中有形和嵌入式交互的作用。我们目前处于原型设计阶段,使用3D打印和3D渲染,我们解释了设计过程并概述了早期结果。
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Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
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