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

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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)。
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引用次数: 0
Nettle: An Exploration of Communication Interface Design for Older Adults 荨麻:老年人通信界面设计的探索
Audrey M. Fox
Telecommunication with family and friends is often offered as a solution for aging adults facing social isolation. While strengthening existing ties is important, it fails to address the importance of spontaneous community interactions. This paper presents Nettle, a system that is designed to build casual human connection into one's daily routine. Nettle is based on the artist's alternate vision of smart home design where interfaces are playful, based on familiar household forms and warmly inviting. The audience will observe a performance where Nettle fosters a spontaneous spoken conversation alongside the process of making a pot of tea.
与家人和朋友通过电信联系通常是老年人面临社会孤立的一种解决办法。虽然加强现有联系很重要,但它未能解决自发社区互动的重要性。本文介绍了荨麻,一个系统,旨在建立不经意的人际关系到一个人的日常生活。Nettle基于艺术家对智能家居设计的另一种看法,其中界面是有趣的,基于熟悉的家庭形式和热情的邀请。观众将观看一场表演,在制作一壶茶的过程中,荨麻培养了一种自发的口语对话。
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引用次数: 1
Touch Connection: A Vibrotactile, Textile Prototype 触摸连接:振动触觉,纺织品原型
L. Hernandez
Touch Connection is a pair of digitally embroidered textile surfaces with vibrotactile capability. The surfaces are designed as a paired system, to enable people to connect, share touch responses and construct communal tactile experiences. It consists of two different fabric surfaces that use the textile techniques quilting and embroidery to create dramatic volume and texture. We explore the application of textural effects and vibrotactile feedback as materials for design that can be shaped and moulded to engage participants. The work explores the role these materials play in generating improvised action and emotional responses.
触摸连接是一对具有振动触觉能力的数字刺绣纺织品表面。表面被设计成一个成对的系统,使人们能够联系,分享触摸反应并构建公共触觉体验。它由两种不同的织物表面组成,使用纺织技术绗缝和刺绣来创造戏剧性的体积和质感。我们探索纹理效果和振动触觉反馈作为设计材料的应用,可以塑造和塑造参与者。作品探讨了这些材料在产生即兴动作和情感反应中的作用。
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引用次数: 2
Prototyping and Simulating Complex Systems with Paper Craft and Augmented Reality: An Initial Investigation 基于纸工艺和增强现实的复杂系统原型和模拟:初步研究
Seokbin Kang, Leyla Norooz, Virginia L. Byrne, Tamara L. Clegg, Jon E. Froehlich
We present early work developing an Augmented Reality (AR) system that allows young children to design and experiment with complex systems (e.g., bicycle gears, human circulatory system). Our novel approach combines low-fidelity prototyping to help children represent creative ideas, AR visualization to scaffold iterative design, and virtual simulation to support personalized experiments. To evaluate our approach, we conducted an exploratory study with eight children (ages 8-11) using an initial prototype. Our findings demonstrate the viability of our approach, uncover usability challenges, and suggest opportunities for future work. We also distill additional design implications from a follow-up participatory design session with children.
我们展示了开发增强现实(AR)系统的早期工作,该系统允许幼儿设计和实验复杂系统(例如,自行车齿轮,人体循环系统)。我们的新方法结合了低保真原型来帮助孩子们表达创意,AR可视化来支撑迭代设计,虚拟仿真来支持个性化实验。为了评估我们的方法,我们使用初始原型对8名儿童(8-11岁)进行了探索性研究。我们的发现证明了我们方法的可行性,揭示了可用性挑战,并为未来的工作提出了机会。我们还从后续的儿童参与式设计会议中提炼出额外的设计含义。
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引用次数: 6
Tracking, Animating, and 3D Printing Elements of the Fine Arts Freehand Drawing Process 跟踪,动画和3D打印元素的美术手绘过程
Piyum Fernando, Jennifer Weiler, S. Kuznetsov, P. Turaga
Dynamic elements of traditional drawing processes such as the order of compilation, and speed, length, and pressure of strokes can be as important as the final art piece because they can reveal the technique, process, and emotions of the artist. In this paper, we present an interactive system that unobtrusively tracks the freehand drawing process (movement and pressure of artist»s pencil) on a regular easel. The system outputs captured information using 2D video renderings and 3D-printed sculptures. We also present a summery of findings from a user study with 6 experienced artists who created multiple pencil drawings using our system. The resulting digital and physical outputs from our system revealed vast differences in drawing speeds, styles, and techniques. At TEI art track, the attendees will likely engage in lively discussion around the analog, digital, and tangible aspects of our exhibit. We believe that such a discussion will be critical not only in shaping the future of our work, but also in understanding novel research directions at the intersection of art and computation.
传统绘画过程中的动态元素,如编辑顺序、速度、长度和笔画压力,可能与最终的艺术作品一样重要,因为它们可以揭示艺术家的技术、过程和情感。在本文中,我们提出了一个交互系统,不显眼地跟踪写意绘画过程(艺术家的铅笔的运动和压力)在一个普通的架上。该系统使用2D视频渲染和3d打印雕塑输出捕获的信息。我们还介绍了6位经验丰富的艺术家使用我们的系统创建了多个铅笔画的用户研究结果的总结。由此产生的数字和物理输出从我们的系统显示在绘画速度,风格和技术的巨大差异。在TEI艺术轨道上,与会者可能会围绕我们展览的模拟,数字和有形方面进行热烈的讨论。我们相信,这样的讨论不仅对塑造我们工作的未来至关重要,而且对理解艺术与计算交叉的新研究方向也至关重要。
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引用次数: 5
'Let's Fake News' “让我们做假新闻吧”
Léon McCarthy
"Let's Fake News" is an interactive media art installation that forces participants to realize that anyone can create fake news and may even find joy in doing so. The artwork addresses the conference themes as an interactive installation that challenges ideas around "post-truth", creating an experience that engages with digital representations of the discursive interactions.
“让我们来做假新闻”是一个互动媒体艺术装置,它迫使参与者意识到任何人都可以制造假新闻,甚至可以从中找到乐趣。该作品以互动装置的形式解决了会议主题,挑战了围绕“后真相”的想法,创造了一种与话语互动的数字表现相结合的体验。
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引用次数: 0
PainByte: Chronic Pain and BioMedical Engineering Through the Lens of Classical Ballet & Virtual Reality PainByte:古典芭蕾和虚拟现实镜头下的慢性疼痛和生物医学工程
Genevieve Smith-Nunes, Alex Shaw, C. Neale
[pain]Byte is looks at the world of chronic pain. The invisible disability of spinal chronic pain which is manifested and represented through data driven dance (classical ballet) and virtual reality (VR). Enabling the non sufferer audience to 'see' the hidden nature and challenges of chronic pain linked to the benefits of biomedical engineering and implanted technology. The body as analogue represented through the digital of the wearables and the virtual in the VR experience. Humanising implanted technology and exposing the invisible nature of chronic pain for audiences. In our exhibit, people can watch the VR, interact with the biometric sensors and our single Kinect motion capture. A recording of the ballet will be projected.
《Byte》着眼于慢性疼痛的世界。通过数据驱动舞蹈(古典芭蕾)和虚拟现实(VR)来表现和表征脊柱慢性疼痛的无形残疾。使非患者观众“看到”与生物医学工程和植入技术的好处有关的慢性疼痛的隐藏性质和挑战。通过可穿戴设备的数字化和VR体验中的虚拟来模拟身体。人性化植入技术,为观众揭露慢性疼痛的无形本质。在我们的展览中,人们可以观看VR,与生物识别传感器和我们的Kinect动作捕捉进行互动。将放映一段芭蕾舞的录音。
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引用次数: 2
Deformable Controllers: Fabrication and Design to Promote Novel Hand Gestural Interaction Mechanisms 可变形控制器:制造和设计,以促进新的手势交互机制
Victor Cheung, Alexander Keith Eady, A. Girouard
When compared to mainstream touch/button-centric devices, deformable devices enable a more organic and tangible way for human-computer interaction. This studio provides participants an opportunity to have hands-on experience in fabricating controllers that use various deformation inputs (e.g., bending, stretching), and promote novel interaction mechanisms using hand gestures. Participants will learn different types of deformation inputs and create their own sensors. They will work in groups to design deformable controllers using both the sensors they make in-session and/or pre-built ones, to afford novel hand gestural inputs beyond conventional touches and clicks. The main objectives of this studio are to facilitate exchange of experience in fabricating deformable sensors/materials, and to foster creativity in using such controllers as inputs with hand gestures.
与主流的触控/按键设备相比,可变形设备为人机交互提供了更有机、更切实的方式。这个工作室为参与者提供了一个机会,让他们有机会在制造使用各种变形输入(例如,弯曲,拉伸)的控制器的实践经验,并使用手势促进新的交互机制。参与者将学习不同类型的变形输入,并创建自己的传感器。他们将分组工作,使用他们在会话中制造的传感器和/或预先构建的传感器设计可变形控制器,以提供超越传统触摸和点击的新颖手势输入。该工作室的主要目标是促进在制造可变形传感器/材料方面的经验交流,并培养使用这种控制器作为手势输入的创造力。
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引用次数: 9
COLORISE: Shape- and Color-Changing Pixels with Inflatable Elastomers and Interactions COLORISE:形状和颜色变化像素与充气弹性体和相互作用
Juri Fujii, Takuya Matsunobu, Y. Kakehi
We propose a new method for shape- and color-changing display called COLORISE. Our 'COLORISE' system has inflatable shape changing pixels that can change their colors without using any light-emitting type devices. The array of the modules enables various color patterns, making full use of the characteristics of the material. Each pixel also has a touch sensing function that enables users to interact with it intuitively. This paper describes the design and mechanism of our system, explores interactions with users, and presents technical evaluations of the proposed pixel modules.
我们提出了一种新的形状和颜色变化的显示方法,称为COLORISE。我们的“COLORISE”系统具有可充气的形状改变像素,可以在不使用任何发光类型设备的情况下改变其颜色。模块的排列使各种颜色的图案,充分利用材料的特性。每个像素还具有触摸感应功能,使用户能够直观地与之交互。本文描述了我们系统的设计和机制,探索了与用户的交互,并对所提出的像素模块进行了技术评估。
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引用次数: 10
Ani-Bot: A Modular Robotics System Supporting Creation, Tweaking, and Usage with Mixed-Reality Interactions 反机器人:一个模块化的机器人系统,支持创建,调整和使用混合现实交互
Yuanzhi Cao, Zhuangying Xu, Terrell Glenn, Ke Huo, K. Ramani
Ani-Bot is a modular robotics system that allows users to control their DIY robots using Mixed-Reality Interaction (MRI). This system takes advantage of MRI to enable users to visually program the robot through the augmented view of a Head-Mounted Display (HMD). In this paper, we first explain the design of the Mixed-Reality (MR) ready modular robotics system, which allows users to instantly perform MRI once they finish assembling the robot. Then, we elaborate the augmentations provided by the MR system in the three primary phases of a construction kit's lifecycle: Creation, Tweaking, and Usage. Finally, we demonstrate Ani-Bot with four application examples and evaluate the system with a two-session user study. The results of our evaluation indicate that Ani-Bot does successfully embed MRI into the lifecycle (Creation, Tweaking, Usage) of DIY robotics and that it does show strong potential for delivering an enhanced user experience.
Ani-Bot是一个模块化机器人系统,允许用户使用混合现实交互(MRI)控制他们的DIY机器人。该系统利用核磁共振成像技术使用户能够通过头戴式显示器(HMD)的增强视图直观地对机器人进行编程。在本文中,我们首先解释了混合现实(MR)就绪模块化机器人系统的设计,该系统允许用户在完成机器人组装后立即执行MRI。然后,我们详细说明MR系统在构建工具包生命周期的三个主要阶段提供的增强功能:创建、调整和使用。最后,我们用四个应用实例演示了Ani-Bot,并通过两个会话的用户研究来评估系统。我们的评估结果表明,Ani-Bot确实成功地将MRI嵌入到DIY机器人的生命周期(创建,调整,使用)中,并且它确实显示出提供增强用户体验的强大潜力。
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引用次数: 8
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Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction
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