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

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I Want To: Multi-media Installation for Understanding Our Desire 我想要:理解我们欲望的多媒体装置
Laewoo Kang
'I Want To' is an interactive installation controlled by live Twitter messages. One hundred custom designed wooden toys, a television screen and speakers comprise the installation. The system extracts public Twitter messages that start with 'I want to.' The expression 'want to' becomes 'have to', and the newly composed sentence is displayed on the television screen while also being vocalized through speakers. With each "I have to" phrase, the wooden toys respond by marching in unison. This installation gives the audience an opportunity to explore our hopes and desires as unconscious internalizations of external expectations and social norms.
“我想要”是一个交互式装置,由实时Twitter消息控制。100个定制的木制玩具,一个电视屏幕和扬声器组成了这个装置。该系统提取以“我想要”(I want to)开头的公开Twitter消息。表达“想要”变成了“不得不”,新组成的句子在电视屏幕上显示出来,同时也通过扬声器发出声音。每当听到“我必须”这句话,这些木制玩具就会齐声前进。这个装置让观众有机会探索我们的希望和欲望,作为外部期望和社会规范的无意识内化。
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引用次数: 0
Op 1254: Music for Neutrons, Networks and Solenoids using a Restored Organ in a Nuclear Reactor Op 1254:音乐的中子,网络和螺线管使用修复的器官在核反应堆
Leif Handberg, Ludvig Elblaus, C. Chafe, E. Canfield-Dafilou
In this paper, an installation is presented that connects Stanford and Stockholm through a one-of-a- kind combination of instrument and venue: the Skandia Wurlitzer theatre organ (Wurlitzer serial no. 1254) situated in the KTH R1 Experimental Performance Space, a disused nuclear reactor. A continuous stream of musical data, audio, and video between the two places explored the capabilities of the digital to play with the concepts of presence and embodiment, virtuality and the physical. In the installation, a series of performances presented new pieces written especially for this setting. The pieces were performed by musicians in Stanford, mediated in real-time, allowing them to play together with the theatre organ in Stockholm, temporarily fusing the two venues to create one ensemble, one audience, in one space.
在本文中,通过一种独一无二的乐器和场地组合,展示了连接斯坦福和斯德哥尔摩的装置:Skandia Wurlitzer剧院管风琴(Wurlitzer系列号)。1254)位于KTH R1实验性能空间,一个废弃的核反应堆。两个地方之间持续不断的音乐数据、音频和视频流探索了数字的能力,以发挥存在和体现、虚拟和物理的概念。在装置中,一系列的表演呈现了专门为这一背景而创作的新作品。这些作品是由斯坦福大学的音乐家演奏的,实时调节,允许他们与斯德哥尔摩的剧院管风琴一起演奏,暂时融合两个场地,在一个空间里创造一个合奏,一个观众。
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引用次数: 3
NewsThings: Exploring Interdisciplinary IoT News Media Opportunities via User-Centred Design NewsThings:通过以用户为中心的设计探索跨学科物联网新闻媒体机遇
John Mills, M. Lochrie, Tom Metcalfe, Peter D. Bennett
Utilising a multidisciplinary and user-centred product and service design approach, 'NewsThings' explores the potential for domestic and professional internet of things (IoT) objects to convey journalism, media and information. In placing news audiences and industry at the centre of the prototyping process, the project's web connected objects explore how user requirements may be best met in a perceived post-digital environment. Following a research-through-design methodology and utilising a range of tools - such as workshops, cultural probes, market research and long-term prototype deployment with public and industry, NewsThings aims to generate design insights and prototypes that could position the news media as active participants in the development of IoT products, processes and interactions. This work-in-progress paper outlines the project's approach, methods, initial findings - up to and including the pre-deployment phase - and focuses on novel insights around user-engagement with news, and the multidisciplinary team's responses to them.
NewsThings" 采用多学科和以用户为中心的产品与服务设计方法,探索家用和专业物联网(IoT)物品在传递新闻、媒体和信息方面的潜力。通过将新闻受众和行业置于原型设计过程的中心,该项目中的网络连接对象探索了如何在可感知的后数字环境中最好地满足用户需求。NewsThings 采用 "通过设计进行研究 "的方法,并利用一系列工具,如研讨会、文化探究、市场调研以及与公众和行业的长期原型部署,旨在产生设计见解和原型,从而将新闻媒体定位为物联网产品、流程和互动开发的积极参与者。这篇进行中的论文概述了该项目的方法、手段和初步发现(包括部署前阶段),并重点介绍了用户参与新闻的新见解以及多学科团队对这些见解的回应。
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引用次数: 4
Rewilding Wearables: Sympoeitic Interfaces for Empathic Experience of Other-than-human Entities 重塑可穿戴设备:非人类实体共情体验的同情界面
P. Flanagan, Raune Frankjaer
This project involves a series of walks in rewilded environments mediated by a wearable interface that enables the interlocutor to perceive the environment from an alien perspective. The aim is to foster empathy for other-than-human entities and promulgate holistic and biodiverse ecologies. Technocrafting the prosthetic device from organic and electronic materials by blending traditional with digital techniques, create devices that the authors term 'cyborganic'. The focus of this paper is a device that sits as if grafted around the human head, and appears to come to life embodied with its own sense of 'agency'. This paper describes the 1st and 2nd generation prototype of this device and its current configuration as an aid for empathetic experience of insects in rewilded spaces. To conclude we describe a testing methodology developed in Aarhus based on a series of walks with users where they engage in semi-structured interviews post-walk to evaluate their experience.
这个项目包括一系列在野外环境中的散步,通过一个可穿戴界面,使对话者能够从一个陌生的角度感知环境。其目的是培养对非人类实体的同理心,并传播整体和生物多样性的生态学。通过将传统技术与数字技术相结合,利用有机材料和电子材料制作假肢装置,创造出作者称之为“半有机”的装置。这篇论文的重点是一种装置,它就像嫁接在人的头上一样,似乎以自己的“代理”感来体现生命。本文介绍了该装置的第一代和第二代原型及其当前配置,以辅助野外空间昆虫的移情体验。最后,我们描述了在奥胡斯开发的一种测试方法,该方法基于与用户进行的一系列散步,用户在散步后进行半结构化访谈,以评估他们的体验。
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引用次数: 4
Designing the Interaction with the Internet of Tangible Things: A Card Set 设计与物联网的互动:一套卡片
Leonardo Angelini, E. Mugellini, N. Couture, Omar Abou Khaled
Current interactions for the Internet of Things are often constrained behind a screen. With the Internet of Tangible Things (IoTT) we aim at promoting the design of richer interactions, embodied in physical IoT objects. To this purpose, we propose a card set for the design of tangible interaction with IoT objects, which contains 8 cards for tangible interaction properties and 8 for IoT properties, in order to explore how tangible properties can be exploited for enhancing the interaction with IoT objects. We tested the card set in a dedicated workshop, observing that participants were able to explore most of the tangible and IoT properties. To complement the IoT card set, a hardware prototyping toolkit with examples for each of the 8 tangible properties is currently under development.
目前物联网的交互通常被限制在屏幕后面。通过物联网(IoT),我们旨在促进设计更丰富的交互,体现在物理物联网对象中。为此,我们提出了一套设计物联网对象有形交互的卡片集,其中包含8张有形交互属性卡片和8张物联网属性卡片,以探索如何利用有形属性来增强物联网对象的交互。我们在一个专门的研讨会上测试了卡组,观察到参与者能够探索大多数有形和物联网属性。为了补充物联网卡集,目前正在开发一个硬件原型工具包,其中包含8种有形属性的示例。
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引用次数: 12
W.O.U.S.: Widgets of Unusual Size w.o.us:尺寸异常的小部件
Zann Anderson, Michael D. Jones, Kevin Seppi
Recent work in tangible interfaces, including widget sets like .NET Gadgeteer and Phidgets, has enabled prototyping of rich physical interaction at a handheld or tabletop scale. But it remains unclear how participants respond to physical widgets at larger scales. What kinds of interaction would larger widgets enable, and what kinds of systems - if any - can or should be built with them? We built unusually-sized widgets, or "mega-widgets" in order to explore this territory. We present the results of two iterations of building mega-widgets and accompanying user studies designed to help understand participants» reactions to mega-widgets and probe possible applications. Responses indicated, among other things, a correlation between widget size and the perceived size or importance of what it might control. Mega-widgets were also perceived as increasing the precision of user input control and providing a fun and playful element. We hope that knowledge gained from this exploratory work can help lay groundwork for further exploration of widgets at larger scales.
最近在有形界面方面的工作,包括像。net Gadgeteer和Phidgets这样的小部件集,使得在手持或桌面规模上实现丰富的物理交互原型成为可能。但目前尚不清楚参与者在更大范围内对实体小部件的反应。更大的小部件支持什么样的交互?如果有的话,可以或者应该用它们构建什么样的系统?为了探索这一领域,我们构建了不同寻常的小部件,或者“巨型小部件”。我们介绍了构建超级小部件和附带的用户研究的两次迭代的结果,这些研究旨在帮助理解参与者对超级小部件的反应并探索可能的应用程序。回答表明,除其他事项外,小部件大小与感知大小或它可能控制的重要性之间存在相关性。超级小部件还被认为可以提高用户输入控制的精度,并提供有趣的元素。我们希望从这项探索性工作中获得的知识可以帮助为进一步在更大范围内探索小部件奠定基础。
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引用次数: 0
Through the Glance Mug: A Familiar Artefact to Support Opportunistic Search in Meetings 通过一瞥马克杯:一个熟悉的人工制品,以支持在会议中机会搜索
Ahmet Börütecene, Idil Bostan, Ekin Akyürek, Alpay Sabuncuoglu, Ilker Temuzkusu, Çağlar Genç, T. Göksun, Oğuzhan Özcan
During collocated meetings, the spontaneous need for information, called opportunistic search, might arise while conversing. However, using smartphones to look up information might be disruptive, disrespectful or even embarrassing in social contexts. We propose an alternative instrument for this practice: Glance Mug, a touch-sensitive mug prototype that listens to the conversation and displays browsable content-driven results on its inner screen. We organized 15 pairs of one-to-one meetings between students to gather user reflections. The user study revealed that the mug has the potential for supporting instant search and affords sufficient subtlety to conceal user actions. Yet, it provoked some anxiety for the users in maintaining eye contact with their partners. Our main contributions are the context-aware mug concept tested in a real-life setting and the analysis through Hornecker and Buur's Tangible Interaction Framework that discusses its design space, and its impact on the users and social interaction.
在同时举行的会议中,谈话时可能会产生对信息的自发需求,称为机会主义搜索。然而,在社交场合使用智能手机查找信息可能是破坏性的、不尊重的,甚至是尴尬的。我们为这个实践提出了另一种工具:Glance Mug,这是一种触摸敏感的杯子原型,可以倾听对话,并在其内部屏幕上显示可浏览的内容驱动结果。我们组织了15对学生之间的一对一会议,以收集用户的意见。用户研究表明,马克杯有潜力支持即时搜索,并提供足够的微妙来隐藏用户的行为。然而,这也让用户在与伴侣保持眼神交流时产生了一些焦虑。我们的主要贡献是在现实环境中测试的情境感知马克杯概念,以及通过Hornecker和Buur的有形交互框架(Tangible Interaction Framework)讨论其设计空间及其对用户和社交互动的影响的分析。
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引用次数: 5
Session details: Paper Session 5: Evaluating Tangible Interactions 会议细节:论文会议5:评估有形互动
M. Rinott
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引用次数: 0
Charged Utopia VR: Exploring Embodied Sense-making in the Virtual Space 《带电乌托邦VR:探索虚拟空间中的具体意义制作
R. V. D. Veen, J. Peeters, A. Trotto
This paper reports on preliminary results of a design research project that explores how spaces in virtual reality may be designed to build on qualities of embodied sensemaking. The project forms a basis for the exploration of an ethical dimension to interactions in virtual reality. This publication focuses on identifying qualities of embodied sense-making in an existing physical space, the interactive exhibition Charged Utopia. These qualities are transposed into a virtual interactive space. The translation of the qualities is done through the three main themes: Physical Movement, Resistance and Ambiguity. We present the design research process to describe how these themes were identified and transposed. We conclude with reflections that sketch ways in which we might capitalise on the opportunities offered by a virtual space, while respecting human skills in embodied sensemaking.
本文报告了一个设计研究项目的初步结果,该项目探索了如何在虚拟现实中设计空间,以建立在具身语义的质量上。该项目为探索虚拟现实互动的伦理维度奠定了基础。本出版物的重点是在现有的物理空间中识别具体意义制造的质量,即互动展览“带电的乌托邦”。这些特质被转换成一个虚拟的互动空间。这些特质的翻译是通过三个主题来完成的:身体运动、抵抗和模糊。我们展示了设计研究过程,以描述这些主题是如何被识别和转换的。我们总结了一些思考,勾勒出我们可以利用虚拟空间提供的机会的方式,同时尊重人类在具体意义上的技能。
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引用次数: 3
Crimson Wave: Shedding Light on Menstrual Health 深红波:揭示月经健康
Margaret Flemings, Shanzay Kazmi, Rachel Pak, Orit Shaer
Crimson Wave is a personal tangible user interface that generates and displays information about its user's menstrual cycle. Basal Body Temperature (BBT) is an individual's temperature at rest, which fluctuates throughout menstruation. Crimson Wave tracks the user's BBT through the wearable armband and then displays the data visually on a separate smart mirror. Specifically, the mirror lights up a color corresponding to the menstrual stage the user is experiencing. Crimson Wave offers a novel method of keeping track of one's health and integrating one's own menstrual information seamlessly into daily life. The combination of live and aggregated personalized data helps users optimize each day. Crimson Wave is helpful to people who are interested in being more informed about their cycles, especially when they are irregular. In this paper, we describe the concept behind Crimson Wave, as well as its implementation and iterations.
Crimson Wave是一款个人有形用户界面,可以生成并显示用户的月经周期信息。基础体温(BBT)是一个人在休息时的体温,在月经期间波动。Crimson Wave通过可穿戴臂带跟踪用户的BBT,然后在单独的智能镜子上直观地显示数据。具体来说,镜子会根据使用者正在经历的月经阶段发出相应的颜色。Crimson Wave提供了一种新颖的方法来跟踪一个人的健康状况,并将自己的月经信息无缝地整合到日常生活中。实时和聚合的个性化数据的组合帮助用户优化每一天。Crimson Wave对那些有兴趣了解自己月经周期的人很有帮助,尤其是当她们不规律的时候。在本文中,我们描述了Crimson Wave背后的概念,以及它的实现和迭代。
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引用次数: 25
期刊
Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
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