首页 > 最新文献

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

英文 中文
Exploring the Potential of Data Physicalization for STEM Learning 探索数据物理化在STEM学习中的潜力
S. Hayes
This paper presents an overview of the research that I have conducted as part of my PhD studies. The aim of this research is to explore the potential of data physicalization to enhance and improve STEM learning. Specifically, this research is focused on exploring the ways in which physical data representations can be used to clarify dense scientific, technological, engineering or mathematical concepts, and support novel interactions to increase user engagement and learning. My aim is to achieve this through the design, deployment and evaluation of a series of data physicalizations representing STEM concepts and data sets.
这篇论文概述了我作为博士研究的一部分所进行的研究。本研究的目的是探索数据物理化的潜力,以加强和改善STEM学习。具体来说,这项研究的重点是探索物理数据表示可以用来澄清密集的科学、技术、工程或数学概念的方法,并支持新的交互以增加用户参与度和学习。我的目标是通过设计、部署和评估一系列代表STEM概念和数据集的数据物理化来实现这一目标。
{"title":"Exploring the Potential of Data Physicalization for STEM Learning","authors":"S. Hayes","doi":"10.1145/3173225.3173338","DOIUrl":"https://doi.org/10.1145/3173225.3173338","url":null,"abstract":"This paper presents an overview of the research that I have conducted as part of my PhD studies. The aim of this research is to explore the potential of data physicalization to enhance and improve STEM learning. Specifically, this research is focused on exploring the ways in which physical data representations can be used to clarify dense scientific, technological, engineering or mathematical concepts, and support novel interactions to increase user engagement and learning. My aim is to achieve this through the design, deployment and evaluation of a series of data physicalizations representing STEM concepts and data sets.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"62 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":"123452516","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}
引用次数: 2
The Evolving Design of Tangibles for Graph Algorithmic Thinking 图形算法思维中有形设计的演变
A. Bonani, V. D. Fatto, R. Gennari
Algorithmic thinking is at the core of computational thinking. Tangible interactive solutions can help children develop algorithmic thinking skills. This paper focusses on exploratory research concerning tangibles for graph algorithmic thinking for primary and middle schools. By following an action-research process, tangibles evolved through prototyping and actions-studies. The paper overviews their evolution and delves into its most recent action: an ecological study with 8 middle school children, and 5 primary school children, using tangibles for graph algorithmic thinking. It ends by reflecting on results and future work.
算法思维是计算思维的核心。有形的互动解决方案可以帮助孩子培养算法思维能力。本文主要对中小学图形算法思维的有形内容进行探索性研究。通过遵循行动研究过程,通过原型设计和行动研究,有形产品得以发展。本文概述了它们的演变,并深入研究了其最近的行动:对8名中学生和5名小学生进行了生态研究,使用有形的图形算法思维。它以反思结果和未来的工作结束。
{"title":"The Evolving Design of Tangibles for Graph Algorithmic Thinking","authors":"A. Bonani, V. D. Fatto, R. Gennari","doi":"10.1145/3173225.3173270","DOIUrl":"https://doi.org/10.1145/3173225.3173270","url":null,"abstract":"Algorithmic thinking is at the core of computational thinking. Tangible interactive solutions can help children develop algorithmic thinking skills. This paper focusses on exploratory research concerning tangibles for graph algorithmic thinking for primary and middle schools. By following an action-research process, tangibles evolved through prototyping and actions-studies. The paper overviews their evolution and delves into its most recent action: an ecological study with 8 middle school children, and 5 primary school children, using tangibles for graph algorithmic thinking. It ends by reflecting on results and future work.","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":"114473595","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}
引用次数: 6
Integrating Textile Materials with Electronic Making: Creating New Tools and Practices 整合纺织材料与电子制造:创造新的工具和实践
I. Posch, G. Fitzpatrick
We introduce and discuss the design and use of new tools for electronic textile making. Electronic textiles, or eTextiles, are increasingly produced and used in experimental interfaces, wearables, interior design, as well as in the education and maker cultures. However, the field relies on tools specific to either the textile or the electronic domain, neglecting the distinct requirements, and potentials, of their intersection. To address this gap, we explored the design of new tools, targeted at specific needs and use cases of electronic textile making and the materials used. Three resulting prototypes have been evaluated through use in both our own practice and among a group of experts in the field. Our findings show the importance of specialized tools for routines essential to the field eTextiles, their role for the emergence of new practices, as well as for the understanding of the discipline.
我们介绍和讨论了电子纺织新工具的设计和使用。电子纺织品越来越多地用于实验界面、可穿戴设备、室内设计,以及教育和创客文化。然而,该领域依赖于特定于纺织或电子领域的工具,忽略了它们交叉的独特需求和潜力。为了解决这一差距,我们探索了针对电子纺织品制造和所用材料的特定需求和用例的新工具的设计。通过在我们自己的实践和该领域的一组专家中使用,对三个最终的原型进行了评估。我们的研究结果表明,专业工具对于纺织品领域的日常工作至关重要,它们在新实践的出现以及对该学科的理解中所起的作用。
{"title":"Integrating Textile Materials with Electronic Making: Creating New Tools and Practices","authors":"I. Posch, G. Fitzpatrick","doi":"10.1145/3173225.3173255","DOIUrl":"https://doi.org/10.1145/3173225.3173255","url":null,"abstract":"We introduce and discuss the design and use of new tools for electronic textile making. Electronic textiles, or eTextiles, are increasingly produced and used in experimental interfaces, wearables, interior design, as well as in the education and maker cultures. However, the field relies on tools specific to either the textile or the electronic domain, neglecting the distinct requirements, and potentials, of their intersection. To address this gap, we explored the design of new tools, targeted at specific needs and use cases of electronic textile making and the materials used. Three resulting prototypes have been evaluated through use in both our own practice and among a group of experts in the field. Our findings show the importance of specialized tools for routines essential to the field eTextiles, their role for the emergence of new practices, as well as for the understanding of the discipline.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"24 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120921151","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}
引用次数: 49
Working with an Autonomous Interface: Exploring the Output Space of an Interactive Desktop Lamp 使用自主界面:探索交互式桌面灯的输出空间
Diana Nowacka, Katrin Wolf, Enrico Costanza, David S. Kirk
Increasing sophistication and ubiquity of digital devices is creating potential for the development of new kinds of actuated interfaces. In this paper, we explore the design space around movement as a form of gestural communication for information output, in simple actuated desktop devices. We were curious as to how people might envision interacting with autonomous technology in the office. Accordingly, we focused our attentions on one prevalent desktop object, an interactive lamp, with three actuated joints, which allowed us to explore the interaction space of such devices. We invited 13 participants to design and enact movements with the lamp to communicate 20 simple messages. We explored a subset of these generated gestures, using the lamp as a personal cueing device in an office setting with 14 new participants. We present our qualitative findings from both studies that let users imagine the usage of an interactive desktop lamp through actuation.
数字设备的日益复杂和无处不在为新型驱动接口的发展创造了潜力。在本文中,我们探讨了围绕运动的设计空间,在简单的驱动桌面设备中作为一种信息输出的手势交流形式。我们很好奇,人们会如何设想在办公室里与自动驾驶技术互动。因此,我们将注意力集中在一个流行的桌面对象上,一个带有三个驱动关节的交互式灯,这使我们能够探索这些设备的交互空间。我们邀请了13名参与者设计和表演用灯的动作,传达20个简单的信息。我们探索了这些生成的手势的一个子集,在14个新参与者的办公室环境中使用灯作为个人提示设备。我们展示了两项研究的定性结果,让用户通过驱动想象交互式桌面灯的使用。
{"title":"Working with an Autonomous Interface: Exploring the Output Space of an Interactive Desktop Lamp","authors":"Diana Nowacka, Katrin Wolf, Enrico Costanza, David S. Kirk","doi":"10.1145/3173225.3173227","DOIUrl":"https://doi.org/10.1145/3173225.3173227","url":null,"abstract":"Increasing sophistication and ubiquity of digital devices is creating potential for the development of new kinds of actuated interfaces. In this paper, we explore the design space around movement as a form of gestural communication for information output, in simple actuated desktop devices. We were curious as to how people might envision interacting with autonomous technology in the office. Accordingly, we focused our attentions on one prevalent desktop object, an interactive lamp, with three actuated joints, which allowed us to explore the interaction space of such devices. We invited 13 participants to design and enact movements with the lamp to communicate 20 simple messages. We explored a subset of these generated gestures, using the lamp as a personal cueing device in an office setting with 14 new participants. We present our qualitative findings from both studies that let users imagine the usage of an interactive desktop lamp through actuation.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"19 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":"115612078","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}
引用次数: 5
Evaluating Learning with Tangible and Virtual Representations of Archaeological Artifacts 通过考古文物的有形和虚拟表现来评估学习
C. Pollalis, E. Minor, Lauren Westendorf, W. Fahnbulleh, Isabella Virgilio, A. Kun, Orit Shaer
Technological advances offer new methods of representing physical objects in tangible and virtual forms. This study compares learning outcomes from 61 students as they interact with ancient Egyptian sculptures using three increasingly popular educational technologies: HoloLens AR headset, 3D model viewing website (SketchFab), and plastic extrusion 3D prints. We explored how differences in interaction styles affect the learning process, quantitative and qualitative learning outcomes, and critical analysis.
技术进步提供了以有形和虚拟形式表示物理对象的新方法。这项研究比较了61名学生使用三种日益流行的教育技术与古埃及雕塑互动的学习结果:HoloLens AR耳机,3D模型观看网站(SketchFab)和塑料挤出3D打印。我们探讨了互动方式的差异如何影响学习过程、定量和定性学习结果以及批判性分析。
{"title":"Evaluating Learning with Tangible and Virtual Representations of Archaeological Artifacts","authors":"C. Pollalis, E. Minor, Lauren Westendorf, W. Fahnbulleh, Isabella Virgilio, A. Kun, Orit Shaer","doi":"10.1145/3173225.3173260","DOIUrl":"https://doi.org/10.1145/3173225.3173260","url":null,"abstract":"Technological advances offer new methods of representing physical objects in tangible and virtual forms. This study compares learning outcomes from 61 students as they interact with ancient Egyptian sculptures using three increasingly popular educational technologies: HoloLens AR headset, 3D model viewing website (SketchFab), and plastic extrusion 3D prints. We explored how differences in interaction styles affect the learning process, quantitative and qualitative learning outcomes, and critical analysis.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"103 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":"116362933","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}
引用次数: 31
Focus Framework: Tracking Prototypes' Back-Talk 焦点框架:追踪原型的回话
Markus Lorenz Schilling, Ron Wakkary, William Odom
This paper presents an analytical approach that we call the focus framework. The framework aids the analysis of the intended and unintended design attributes that emerge within a project's design process. The framework helps to reveal how prototypes and decision making interact together to shape the final design features and make visible the trajectory of central design attributes and unexplored alternatives. In this paper, we report on the framework and its development by way of a retrospective analysis of a tangible light installation we designed known as the Urban Data Posts. We see the potential for designers to use the focus framework as a post-mortem tool to retrospectively analyze their own work and thus inform their design practice. The knowledge gained through the analysis can then be applied in future projects more generatively.
本文提出了一种分析方法,我们称之为焦点框架。该框架有助于分析项目设计过程中出现的预期和非预期的设计属性。该框架有助于揭示原型和决策制定如何相互作用,从而形成最终的设计特征,并使中心设计属性和未探索的替代方案的轨迹可见。在本文中,我们通过对我们设计的被称为城市数据站的有形照明装置的回顾性分析来报告框架及其发展。我们看到了设计师使用焦点框架作为事后分析工具的潜力,以回顾性地分析他们自己的工作,从而为他们的设计实践提供信息。通过分析获得的知识可以在未来的项目中更有创造性地应用。
{"title":"Focus Framework: Tracking Prototypes' Back-Talk","authors":"Markus Lorenz Schilling, Ron Wakkary, William Odom","doi":"10.1145/3173225.3173259","DOIUrl":"https://doi.org/10.1145/3173225.3173259","url":null,"abstract":"This paper presents an analytical approach that we call the focus framework. The framework aids the analysis of the intended and unintended design attributes that emerge within a project's design process. The framework helps to reveal how prototypes and decision making interact together to shape the final design features and make visible the trajectory of central design attributes and unexplored alternatives. In this paper, we report on the framework and its development by way of a retrospective analysis of a tangible light installation we designed known as the Urban Data Posts. We see the potential for designers to use the focus framework as a post-mortem tool to retrospectively analyze their own work and thus inform their design practice. The knowledge gained through the analysis can then be applied in future projects more generatively.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"55 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":"127741689","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}
引用次数: 4
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。
{"title":"Crimson Wave: Shedding Light on Menstrual Health","authors":"Margaret Flemings, Shanzay Kazmi, Rachel Pak, Orit Shaer","doi":"10.1145/3173225.3173292","DOIUrl":"https://doi.org/10.1145/3173225.3173292","url":null,"abstract":"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.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"48 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":"127226185","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}
引用次数: 25
TUIst: A Collaborative and Computationally Enhanced Game Board TUIst:一个协作和计算增强的游戏板
T. Garcia, Shannon Brown, Siona Dev
TUIst is an interactive game board that hopes to improve collaboration and team building. Based on the familiar and popular game of Twister, TUIst is an interface of multiple circles that have lights and sounds mapped to the sensors to create an audible and visual reaction when an object (most likely a foot or hand) is placed on the corresponding circle. The game controller will allow for audience interception and participation; they will be able to change the rules of how the game is played, such as making players place their right hand on any red circle. This will increase the difficulty of the game. Our hope is that this board will be incorporated in popular and busy spaces, such as campus centers and offices. Our goal is to create an interface that will help foster engagement in communities.
TUIst是一个互动游戏棋盘,希望能提高协作和团队建设。基于大家熟悉的流行游戏Twister, TUIst是一个由多个圆圈组成的界面,将灯光和声音映射到传感器上,当一个物体(很可能是一只脚或一只手)放在相应的圆圈上时,就会产生听觉和视觉反应。游戏控制器将允许用户拦截和参与;他们将能够改变游戏规则,例如让玩家将右手放在任何红色圆圈上。这将增加游戏的难度。我们的希望是,这种板将被纳入流行和繁忙的空间,如校园中心和办公室。我们的目标是创建一个有助于促进社区参与的界面。
{"title":"TUIst: A Collaborative and Computationally Enhanced Game Board","authors":"T. Garcia, Shannon Brown, Siona Dev","doi":"10.1145/3173225.3173282","DOIUrl":"https://doi.org/10.1145/3173225.3173282","url":null,"abstract":"TUIst is an interactive game board that hopes to improve collaboration and team building. Based on the familiar and popular game of Twister, TUIst is an interface of multiple circles that have lights and sounds mapped to the sensors to create an audible and visual reaction when an object (most likely a foot or hand) is placed on the corresponding circle. The game controller will allow for audience interception and participation; they will be able to change the rules of how the game is played, such as making players place their right hand on any red circle. This will increase the difficulty of the game. Our hope is that this board will be incorporated in popular and busy spaces, such as campus centers and offices. Our goal is to create an interface that will help foster engagement in communities.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 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":"129954190","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}
引用次数: 3
The Bronze Key: Performing Data Encryption 铜钥匙:执行数据加密
S. Kozel, Ruth Gibson, B. Martelli
The Bronze Key art installation is the result of performative re-materializations of bodily data. This collaborative experiment in data encryption expands research into practices of archiving and critical discourses around open data. It integrates bodily movement, motion capture and Virtual Reality (VR) with a critical awareness of data trails and data protection. A symmetric cryptosystem was enacted producing a post-digital cipher system, along with archival artefacts of the encryption process. Material components for inclusion in the TEI Arts Track include: an audio file of text to speech of the raw motion capture data from the original movement sequence on cassette tape (The Plaintext), a 3D printed bronze shape produced from a motion captured gesture (The Encryption Key), and a printed book containing the scrambled motion capture data (The Ciphertext).
青铜钥匙艺术装置是对身体数据进行表演性再物化的结果。这个数据加密的合作实验将研究扩展到存档实践和围绕开放数据的关键话语。它将身体运动,动作捕捉和虚拟现实(VR)与数据跟踪和数据保护的关键意识相结合。一个对称密码系统被制定为产生后数字密码系统,以及加密过程的存档工件。TEI Arts Track中包含的材料组件包括:盒式磁带上原始运动序列的原始动作捕捉数据的文本到语音的音频文件(明文),由动作捕捉手势产生的3D打印青铜形状(加密密钥),以及包含打乱动作捕捉数据的印刷书籍(密文)。
{"title":"The Bronze Key: Performing Data Encryption","authors":"S. Kozel, Ruth Gibson, B. Martelli","doi":"10.1145/3173225.3173306","DOIUrl":"https://doi.org/10.1145/3173225.3173306","url":null,"abstract":"The Bronze Key art installation is the result of performative re-materializations of bodily data. This collaborative experiment in data encryption expands research into practices of archiving and critical discourses around open data. It integrates bodily movement, motion capture and Virtual Reality (VR) with a critical awareness of data trails and data protection. A symmetric cryptosystem was enacted producing a post-digital cipher system, along with archival artefacts of the encryption process. Material components for inclusion in the TEI Arts Track include: an audio file of text to speech of the raw motion capture data from the original movement sequence on cassette tape (The Plaintext), a 3D printed bronze shape produced from a motion captured gesture (The Encryption Key), and a printed book containing the scrambled motion capture data (The Ciphertext).","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"7 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":"131640024","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}
引用次数: 0
Beyond LED Status Lights - Design Requirements of Privacy Notices for Body-worn Cameras 超越LED状态灯-随身相机隐私声明的设计要求
Marion Koelle, Katrin Wolf, Susanne CJ Boll
Privacy notices aim to make users aware of personal data gathered and processed by a system. Body-worn cameras currently lack suitable design strategies for privacy notices that announce themselves and their actions tosecondary andincidental users, such as bystanders, when they are being used in public. Hypothesizing that the commonly used status LED is not optimal for this use case, due to being not sufficiently understandable, noticeable, secure and trustworthy, we explore design requirements of privacy notices for body-worn cameras. Following a two-step approach, we contribute incentives for design alternatives to status LEDs: Starting from 8 design sessions with experts, we discuss 8 physical design artifacts, as well as design strategies and key motives. Finally, we derive design recommendations of the proposed solutions, which we back based on an evaluation with 12 UX & HCI experts.
私隐声明的目的是让使用者了解系统收集及处理的个人资料。目前,穿戴式摄像头缺乏合适的隐私通知设计策略,当它们在公共场合使用时,这些隐私通知会向次要和偶然的用户(如旁观者)宣布它们自己和它们的行为。假设常用的状态LED不适合这个用例,因为它不够容易理解、引人注目、安全和值得信赖,我们探讨了穿戴式摄像机隐私通知的设计要求。遵循两步方法,我们为状态led的设计替代方案提供激励:从与专家的8次设计会议开始,我们讨论了8种物理设计工件,以及设计策略和关键动机。最后,我们根据12位UX和HCI专家的评估得出了建议的设计方案。
{"title":"Beyond LED Status Lights - Design Requirements of Privacy Notices for Body-worn Cameras","authors":"Marion Koelle, Katrin Wolf, Susanne CJ Boll","doi":"10.1145/3173225.3173234","DOIUrl":"https://doi.org/10.1145/3173225.3173234","url":null,"abstract":"Privacy notices aim to make users aware of personal data gathered and processed by a system. Body-worn cameras currently lack suitable design strategies for privacy notices that announce themselves and their actions tosecondary andincidental users, such as bystanders, when they are being used in public. Hypothesizing that the commonly used status LED is not optimal for this use case, due to being not sufficiently understandable, noticeable, secure and trustworthy, we explore design requirements of privacy notices for body-worn cameras. Following a two-step approach, we contribute incentives for design alternatives to status LEDs: Starting from 8 design sessions with experts, we discuss 8 physical design artifacts, as well as design strategies and key motives. Finally, we derive design recommendations of the proposed solutions, which we back based on an evaluation with 12 UX & HCI experts.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"37 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":"131951188","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}
引用次数: 54
期刊
Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1