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

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Investigation of Touch Interfaces Using Multilayered Urushi Circuit 基于多层Urushi电路的触摸界面研究
Koshi Ikegawa, Shuhei Aoyama, Shogo Tsuchikiri, Takuto Nakamura, Yuki Hashimoto, B. Shizuki
Urushi (Japanese lacquer) is a natural resin paint with electrical insulating capability. By using it as a base material and coating material for electronic circuits, it is possible to construct a circuit with an elegant appearance and feel. It is also possible to build a multilayered electronic circuit by using urushi as insulation layers. In this study, we investigate techniques to construct touch interfaces using a multilayered electronic circuit (urushi circuit). At first, we fabricated an urushi circuit with a touch electrode consisting of two layers. To improve its appearance, we fabricated urushi circuits in which all touch electrodes are arranged on the top layer and all wires are hidden in the bottom layer. Moreover, as an extension of the touch interface, we built a grid of touch electrodes that realizes two-dimensional touch sensing.
漆(日本漆)是一种具有电绝缘能力的天然树脂涂料。用它作为电子电路的基材和涂层材料,可以构造出外观和触感优雅的电路。利用漆石作为绝缘层,也可以构建多层电子电路。在这项研究中,我们研究了使用多层电子电路(urushi电路)构建触摸界面的技术。首先,我们制作了一个带有两层触摸电极的触摸电路。为了改善其外观,我们制作了所有触摸电极都布置在顶层,所有导线都隐藏在底层的漆膜电路。此外,作为触摸界面的扩展,我们构建了一个触摸电极网格来实现二维触摸传感。
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引用次数: 3
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
The Cuebe: Facilitating Playful Early Intervention for the Visually Impaired The Cuebe:促进视觉障碍儿童早期干预
Peter Fikar, Florian Güldenpfennig, Roman Ganhör
Cortical Visual Impairment in children is a severe issue caused by prenatal injury of the brain affecting timely development during childhood. Therapists work with affected children to foster general development, to improve their learning, and to train sensory skills. In order to support effective and playful practices in Early Intervention we designed The Cuebe and present a working prototype. It is a tangible device that can detect and project colors, allowing therapists to 'magnify' those colors and creating a vast variety of playful interactions for and with children suffering from low vision. The exploration of the design domain and the iterative development of The Cuebe were driven by a co-design approach involving four therapists and 12 affected children. We describe use-cases from the field, illustrate The Cuebe's potential in Early Intervention sessions and discuss further improvements and directions of future developments.
儿童皮质性视觉障碍是由于产前脑损伤影响儿童发育而引起的严重问题。治疗师与受影响的儿童一起工作,以促进一般发展,提高他们的学习能力,并训练感官技能。为了在早期干预中支持有效和有趣的实践,我们设计了The Cuebe并展示了一个工作原型。这是一种可以检测和投射颜色的有形设备,允许治疗师“放大”这些颜色,并为患有低视力的儿童创造各种有趣的互动。设计领域的探索和The Cuebe的迭代开发是由四名治疗师和12名受影响儿童共同设计的方法推动的。我们从现场描述用例,说明Cuebe在早期干预环节的潜力,并讨论进一步的改进和未来的发展方向。
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引用次数: 5
Digitally Enchanted Wear: a Novel Approach in the Field of Dresses as Dynamic Digital Displays 数字魔法服装:动态数字显示服装领域的一种新方法
Rébecca Kleinberger, Alisha Panjwani
We introduce the term Digital Dresses as Dynamic Displays as an emergent field in the domains of Wearable Computing and Embodied Interactions. This recent approach consists of turning clothing into visual - and sometimes audiovisual - displays to enable novel forms of interaction between the wearer, the viewer, the tangible clothing and the embedded content. In this context, we present Enchanted Wearable, a new optimized low cost approach to create Digital Dresses as Dynamic Displays. Enchanted Wearable is a technologically embellished and augmented garment containing a portable rear dome projection system that transforms the clothing fabric into a blank canvas displaying audiovisual content. With this system, we create a new form of expression through clothing to reflect identity, personality, emotions and inner states of the wearer. In this paper we first present the growing field of Digital Dresses as Dynamic Displays, then we survey and analyse existing prior art in this field using a specific list of characteristics: display technology, wearability, interactivity, brightness, context. Finally we present the design and technology behind our new Enchanted Wearable system and explain how it brings new perspectives to the field.
作为可穿戴计算和具身交互领域的新兴领域,我们引入了动态显示数字服装这一术语。这种最新的方法包括把衣服变成视觉的——有时是视听的——展示,使穿着者、观众、有形的衣服和嵌入的内容之间产生新颖的互动形式。在这种情况下,我们提出了Enchanted Wearable,一种新的优化的低成本方法,可以将数字连衣裙作为动态显示。Enchanted Wearable是一款经过技术修饰和增强的服装,它包含一个便携式后圆顶投影系统,可以将服装织物转变为显示视听内容的空白画布。通过这个系统,我们通过服装创造了一种新的表达形式,来反映穿着者的身份、个性、情感和内心状态。在本文中,我们首先介绍了数字服装作为动态显示的发展领域,然后我们使用特定的特征列表调查和分析了该领域现有的现有技术:显示技术,可穿戴性,交互性,亮度,环境。最后,我们介绍了我们新的魔法可穿戴系统背后的设计和技术,并解释了它如何为该领域带来新的视角。
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引用次数: 9
Real-time Recognition of Guitar Performance Using Two Sensor Groups for Interactive Lesson 基于两组传感器的吉他演奏实时识别交互式课程
Yejin Shin, Je-Seung Hwang, Jeonghyeok Park, Soonuk Seol
The accurate recognition of guitarist performance is challenging compared with other instruments because a guitar player typically plays several notes at once and uses both hands in different ways. In this paper, we propose a sensor-based guitar that consists of two groups of sensors. One sensor is used to recognize the fingering positions of the fretting hand, and the other is used to detect the guitar strings that are played by the picking hand. We design an embedded system for accurate sensing and propose a data analysis mechanism to precisely figure out the played pitch and the duration of notes using the sensed data. We realize our scheme as a high-quality prototype that detects guitarist performance with accuracy sufficient for the transcribing of a performance. We also present real application examples such as a rhythm game for interactive lessons and a music sharing feature with user created musical scores.
与其他乐器相比,准确识别吉他手的演奏是一项挑战,因为吉他手通常会同时演奏几个音符,并且双手的使用方式不同。在本文中,我们提出了一种基于传感器的吉他,由两组传感器组成。其中一个传感器用于识别拨弦手的指法位置,另一个传感器用于检测拨弦手弹奏的吉他琴弦。我们设计了一个精确传感的嵌入式系统,并提出了一种数据分析机制,可以利用传感数据精确地计算出演奏的音高和音符的持续时间。我们意识到我们的方案是一个高质量的原型,可以准确地检测吉他手的表演,足以记录表演。我们还提供了实际的应用示例,例如用于交互式课程的节奏游戏和用户创建乐谱的音乐共享功能。
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引用次数: 7
ShapeTex: Implementing Shape-Changing Structures in Fabric for Wearable Actuation ShapeTex:在可穿戴驱动的织物中实现形状变化结构
Jiachun Du, P. Markopoulos, Qi Wang, M. Toeters, Ting Gong
Research in smart textiles and garments has mostly focused on integrating sensing technology. In order to make garments that are truly interactive it is also essential to develop technologies for actuating smart garments and textiles. This paper introduces ShapeTex, a thermal shape changing fabric that uses laminate thermal expansion to actuate textiles. We present the design process and rationale for ShapeTex; we explain the fabrication process we have developed for making ShapeTex accessible to fashion designers and interaction designers. Based on co-creation sessions with designers we discuss requirements derived from this material. Finally we present a number of concept prototypes created to explore and illustrate the potential applications of ShapeTex.
智能纺织品和服装的研究主要集中在集成传感技术上。为了制造真正具有交互性的服装,开发智能服装和纺织品的驱动技术也至关重要。本文介绍了一种利用层压板热膨胀来驱动纺织品的热变形织物ShapeTex。我们介绍了ShapeTex的设计过程和基本原理;我们解释了我们开发的制造过程,使时装设计师和交互设计师可以使用ShapeTex。基于与设计师的共同创造会议,我们讨论从该材料衍生的需求。最后,我们提出了一些概念原型,以探索和说明ShapeTex的潜在应用。
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引用次数: 24
The Impact of Tangible Props on Gaming Performance and Experience in Gestural Interaction 有形道具对手势互动游戏表现和体验的影响
Daniel Reinhardt, J. Hurtienne
There is a widely-held belief in the TEI and games communities that using tangible props enhances the player performance and gaming experience. Building on prior research in gaming, we studied people playing a video game using a gestural interface without props, with an incomplete or a complete tangible prop. The interaction with the tangibles was judged to be more natural, led to higher flow experience and was preferred, but there were no differences regarding performance, enjoyment, autonomy, presence and mental effort. There was a tendency that especially the incomplete tangible prop was judged as less intuitive and people felt less competent in gameplay. In contrast to prior research, the results show that tangible interaction is not always more beneficial than gestural interaction and that, especially for incomplete tangibles, any beneficial effects may be domain-dependent.
在TEI和游戏社区中,人们普遍认为使用有形道具可以提高玩家的表现和游戏体验。基于之前的游戏研究,我们研究了那些使用没有道具的手势界面玩电子游戏的人,使用不完整或完整的有形道具。与有形物品的互动被认为更自然,会带来更高的心流体验,因此更受青睐,但在表现、享受、自主性、存在感和精神努力方面没有差异。人们倾向于认为不完整的有形道具不够直观,玩家会觉得自己在游戏玩法中能力不足。与先前的研究相反,结果表明,有形互动并不总是比手势互动更有益,特别是对于不完整的有形互动,任何有益的影响都可能是依赖于领域的。
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引用次数: 10
Flyables: Exploring 3D Interaction Spaces for Levitating Tangibles 可飞物体:探索悬浮物体的3D交互空间
Pascal Knierim, T. Kosch, A. Achberger, Markus Funk
Recent advances in technology and miniaturization allow the building of self-levitating tangible interfaces. This includes flying tangibles, which extend the mid-air interaction space from 2D to 3D. While a number of theoretical concepts about interaction with levitating tangibles were previously investigated by various researchers, a user-centered evaluation of the presented interaction modalities has attracted only minor attention from prior research. We present Flyables, a system adjusting flying tangibles in 3D space to enable interaction between users and levitating tangibles. Interaction concepts were evaluated in a user study(N=17), using quadcopters as operable levitating tangibles. Three different interaction modalities are evaluated to collect quantitative data and qualitative feedback. Our findings show preferred user interaction modalities using Flyables. We conclude our work with a discussion and future research within the domain of human-drone interaction.
最近在技术和小型化方面的进步使人们能够建造自我悬浮的有形界面。这包括飞行实体,将空中互动空间从2D扩展到3D。虽然许多研究人员先前研究了与悬浮物质交互的一些理论概念,但以用户为中心的交互模式评估在先前的研究中只引起了很少的关注。我们展示了Flyables,一个在3D空间中调整飞行物体的系统,以实现用户和悬浮物体之间的交互。交互概念在用户研究(N=17)中进行评估,使用四轴飞行器作为可操作的悬浮实体。评估了三种不同的交互方式,以收集定量数据和定性反馈。我们的研究结果显示了使用Flyables的首选用户交互方式。我们以讨论和未来在人-无人机交互领域的研究来结束我们的工作。
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引用次数: 33
Thou and I: Exploring Expressive Digital Interaction with Interactive Characteristic Wigs 你与我:用互动特征假发探索表达性数字互动
Young Suk Lee
My project involves the construction of a series of experimental wearable digital technologies as expressive wigs. These wigs are designed to explore the interactions of the wearers and the spectators as the wig moves in elaborate ways to highlight the realms of aesthetic value and sensory experience. The participants are provoked, they are engaged, they are compelled into a state of awareness and curiosity while the digital object constitutes novel experiences that coincide with anthropomorphic interactivity. Furthermore, the expressive value of a digital object is turned inwards as it becomes an extension of the self and a source of multi-sensory communication. Ultimately, the digital object seeks to open a social dialogue on the aesthetic purpose of technology by encouraging people to extend their imagination through bodily interaction. Here the digital object enables the wearers to create engaging narratives and provocative expressions.
我的项目包括构建一系列实验性的可穿戴数字技术,作为表达假发。这些假发的设计旨在探索佩戴者和观众之间的互动,因为假发以精心设计的方式移动,以突出美学价值和感官体验的领域。参与者被激发,他们被吸引,他们被强迫进入一种意识和好奇的状态,而数字对象构成了与拟人化互动相一致的新颖体验。此外,数字对象的表达价值转向内部,因为它成为自我的延伸和多感官交流的来源。最终,这个数字物体试图通过鼓励人们通过身体互动来扩展他们的想象力,从而开启一场关于技术美学目的的社会对话。在这里,数字对象使佩戴者能够创造引人入胜的叙述和挑衅的表达。
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引用次数: 6
The Screaming Sun: Choreographing Synesthesia 尖叫的太阳:编排联觉
Mithru Vigneshwara
Digital devices usually contain pre-programmed constraints and behaviours. These behaviours are programmed by the architect of these devices. Analogue devices, on the other hand, are bound by the properties of the components connected to them. Controlling these components and external physical properties will in-turn lead to controlling the output of these devices. Many devices are built to perceive physical phenomena and react to certain stimuli. The Screaming Sun is an analogue noise-making instrument that experiments with light as a stimulus. It is a solar-powered interactive artifact that is meant to be played with and explored. The instrument, much like a living being, thrives on light. The performer plays the instrument by actually influencing the physical properties of light that shines on the instrument, and not by pushing buttons or turning knobs.
数字设备通常包含预先编程的约束和行为。这些行为是由这些设备的架构师编写的。另一方面,模拟设备受连接到它们的组件的属性的约束。控制这些组件和外部物理特性将反过来导致控制这些设备的输出。许多设备都是用来感知物理现象和对某些刺激作出反应的。“尖叫的太阳”是一种模拟噪音制造仪器,用光作为刺激进行实验。这是一个太阳能驱动的互动神器,是用来玩和探索的。这个仪器,就像一个生命,在光的作用下茁壮成长。演奏者通过影响照射在乐器上的光线的物理性质来演奏乐器,而不是通过按按钮或转动旋钮。
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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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