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HAExplorer
Pub Date : 2022-04-27 DOI: 10.1145/3491102.3501841
P. Eulzer, R. Rockenfeller, K. Lawonn
The helical axis is a common tool used in biomechanical modeling to parameterize the motion of rigid objects. It encodes an object’s rotation around and translation along a unique axis. Visualizations of helical axes have helped to make kinematic data tangible. However, the analysis process often remains tedious, especially if complex motions are examined. We identify multiple key challenges: the absence of interactive tools for the computation and handling of helical axes, visual clutter in axis representations, and a lack of contextualization. We solve these issues by providing the frst generalized framework for kinematic analysis with helical axes. Axis sets can be computed on-demand, interactively fltered, and explored in multiple coordinated views. We iteratively developed and Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for proft or commercial advantage and that copies bear this notice and the full citation on the frst page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specifc permission and/or a fee. Request permissions from permissions@acm.org. CHI 2022, April 30 – May 6, 2022, New Orleans, LA © 2022 Copyright held by the owner/author(s). Publication rights licensed to ACM. ACM ISBN 978-1-4503-9157-3/22/04. . . $15.00 https://doi.org/10.1145/3491102.3501841 evaluated the HAExplorer with active biomechanics researchers. Our results show that the techniques we introduce open up the possibility to analyze non-planar, compound, and interdependent motion data.
螺旋轴是生物力学建模中用于参数化刚性物体运动的常用工具。它编码对象的旋转和顺唯一轴的平移。螺旋轴的可视化有助于使运动学数据具体化。然而,分析过程往往仍然是乏味的,特别是在检查复杂的运动时。我们确定了多个关键挑战:缺乏用于计算和处理螺旋轴的交互式工具,轴表示中的视觉混乱,以及缺乏上下文化。我们通过提供第一个用于螺旋轴运动分析的广义框架来解决这些问题。轴集可以按需计算,交互过滤,并在多个协调视图中探索。我们反复开发并允许免费制作本作品的全部或部分数字或硬拷贝供个人或课堂使用,前提是副本不是为了盈利或商业利益而制作或分发的,并且副本在第一页上带有本通知和完整的引用。本作品的版权由作者以外的人所有,必须得到尊重。允许有信用的摘要。以其他方式复制或重新发布,在服务器上发布或重新分发到列表,需要事先获得特定许可和/或付费。从permissions@acm.org请求权限。CHI 2022, 2022年4月30日至5月6日,新奥尔良,LA©2022版权归所有者/作者所有。授权给ACM的出版权。Acm isbn 978-1-4503-9157-3/22/04…$15.00 https://doi.org/10.1145/3491102.3501841与活跃的生物力学研究人员一起评估HAExplorer。我们的结果表明,我们引入的技术开辟了分析非平面、复合和相互依赖的运动数据的可能性。
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引用次数: 0
Kyub
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300796
Patrick Baudisch, Arthur Silber, Yannis Kommana, Milan Gruner, L. Wall, K. Reuss, Lukas Heilman, Róbert Kovács, Daniel Rechlitz, T. Roumen
We present an interactive editing system for laser cutting called kyub. Kyub allows users to create models efficiently in 3D, which it then unfolds into the 2D plates laser cutters expect. Unlike earlier systems, such as FlatFitFab, kyub affords construction based on closed box structures, which allows users to turn very thin material, such as 4mm plywood, into objects capable of withstanding large forces, such as chairs users can actually sit on. To afford such sturdy construction, every kyub project begins with a simple finger-joint "boxel"-a structure we found to be capable of withstanding over 500kg of load. Users then extend their model by attaching additional boxels. Boxels merge automatically, resulting in larger, yet equally strong structures. While the concept of stacking boxels allows kyub to offer the strong affordance and ease of use of a voxel-based editor, boxels are not confined to a grid and readily combine with kuyb's various geometry deformation tools. In our technical evaluation, objects built with kyub withstood hundreds of kilograms of loads. In our user study, non-engineers rated the learnability of kyub 6.1/7.
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引用次数: 39
Accessing a New Land: Designing for a Social Conceptualisation of Access 进入一个新的土地:为进入的社会概念化设计
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300411
Lizzie Coles-Kemp, R. Jensen
This paper presents a study of mobile phone use by people settling in a new land to access state provided digital services. It shows that digital literacy and access to technology are not the only resources and capabilities needed to successfully access digital services and do not guarantee a straightforward resettlement process. Using creative engagement methods, the research involved 132 "newcomers" seeking to settle in Sweden. Ribot and Peluso's theory of access (2003) was employed to examine the complex web of access experienced by our participants. We uncover that when communities are dealing with high levels of precarity, their primary concerns are related to accessing the benefits of a service, rather than controlling access. Broadening the HCI framework, the paper concludes that a sociotechnical model of access needs to connect access control and access benefit to facilitate the design of an effective digital service.
本文提出了一项研究的移动电话使用的人定居在一个新的土地上,以获得国家提供的数字服务。报告显示,数字素养和获取技术并不是成功获取数字服务所需的唯一资源和能力,也不能保证直接的安置过程。这项研究采用创造性的参与方法,调查了132名寻求在瑞典定居的“新移民”。Ribot和Peluso的访问理论(2003)被用来检验我们的参与者所经历的复杂的访问网络。我们发现,当社区面临高度不稳定时,他们主要关注的是获取服务的好处,而不是控制获取服务的机会。拓宽了HCI框架,本文得出结论,访问的社会技术模型需要将访问控制和访问利益联系起来,以促进有效数字服务的设计。
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引用次数: 38
Painting with CATS: Camera-Aided Texture Synthesis 绘画与猫:相机辅助纹理合成
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300287
Ticha Sethapakdi, J. McCann
We present CATS, a digital painting system that synthesizes textures from live video in real-time, short-cutting the typical brush- and texture- gathering workflow. Through the use of boundary-aware texture synthesis, CATS produces strokes that are non-repeating and blend smoothly with each other. This allows CATS to produce paintings that would be difficult to create with traditional art supplies or existing software. We evaluated the effectiveness of CATS by asking artists to integrate the tool into their creative practice for two weeks; their paintings and feedback demonstrate that CATS is an expressive tool which can be used to create richly textured paintings.
我们提出了CATS,一个数字绘画系统,从实时视频合成纹理,缩短了典型的笔刷和纹理收集工作流程。通过使用边界感知纹理合成,CATS产生不重复且彼此平滑混合的笔画。这使得CATS能够创作出传统美术用品或现有软件难以创作的画作。我们通过要求艺术家将该工具整合到他们的创作实践中两周来评估CATS的有效性;他们的画作和反馈表明,CATS是一个富有表现力的工具,可以用来创作富有质感的画作。
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引用次数: 12
Pyrus
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300886
J. Shi, Armaan Shah, G. Hedman, Eleanor O'Rourke
While problem solving is a crucial aspect of programming, few learning opportunities in computer science focus on teaching problem-solving skills like planning. In this paper, we present Pyrus, a collaborative game designed to encourage novices to plan in advance while programming. Through Pyrus, we explore a new approach to designing educational games we call behavior-centered game design, in which designers first identify behaviors that learners should practice to reach desired learning goals and then select game mechanics that incentivize those behaviors. Pyrus leverages game mechanics like a failure condition, distributed resources, and enforced turn-taking to encourage players to plan and collaborate. In a within-subjects user study, we found that pairs of novices spent more time planning and collaborated more equally when solving problems in Pyrus than in pair programming. These findings show that game mechanics can be used to promote desirable learning behaviors like planning in advance, and suggest that our behavior-centered approach to educational game design warrants further study.
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引用次数: 17
Beyond the Patient Portal: Supporting Needs of Hospitalized Patients 超越患者门户:住院患者的支持需求
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300596
S. Haldar, Sonali R. Mishra, M. Khelifi, A. Pollack, W. Pratt
Although patient portals-technologies that give patients access to their health information-are recognized as key to increasing patient engagement, we have a limited understanding of how these technologies should be designed to meet the needs of hospitalized patients and caregivers. Through semi-structured interviews with 30 patients and caregivers, we examine how future patient portals can best align with their needs and support engagement in their care. Our findings reveal six needs that existing patient portals do not support: (1) transitioning from home to hospital, (2) adjusting schedules and receiving status updates, (3) understanding and remembering care, (4) asking questions and flagging problems, (5) collaborating with providers and care- givers, and (6) preparing for discharge and at-home care. Based on these findings, we discuss three design implications: highlight patient-centric goals and preferences, provide dynamic information about care events, and design for situationally-impaired users. Our contributions guide future patient portals in engaging hospitalized patients and care- givers as primary stakeholders in their health care.
尽管患者门户(使患者能够访问其健康信息的技术)被认为是提高患者参与度的关键,但我们对如何设计这些技术以满足住院患者和护理人员的需求了解有限。通过对30名患者和护理人员的半结构化访谈,我们研究了未来的患者门户网站如何最好地满足他们的需求,并支持他们参与护理。我们的研究结果揭示了现有患者门户网站不支持的六种需求:(1)从家庭到医院的过渡,(2)调整时间表和接收状态更新,(3)理解和记住护理,(4)提出问题和标记问题,(5)与提供者和护理人员合作,以及(6)为出院和家庭护理做准备。基于这些发现,我们讨论了三个设计含义:突出以患者为中心的目标和偏好,提供有关护理事件的动态信息,以及为情境受损用户设计。我们的贡献指导未来的患者门户参与住院患者和护理人员作为主要利益相关者在他们的卫生保健。
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引用次数: 17
Metaphoria
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300526
Katy Ilonka Gero, Lydia B. Chilton
Creative writing, from poetry to journalism, is at the crux of human ingenuity and social interaction. Existing creative writing support tools produce entire passages or fully formed sentences, but these approaches fail to adapt to the writer's own ideas and intentions. Instead we posit to build tools that generate ideas coherent with the writer's context and encourage writers to produce divergent outcomes. To explore this, we focus on supporting metaphor creation. We present Metaphoria, an interactive system that generates metaphorical connections based on an input word from the writer. Our studies show that Metaphoria provides more coherent suggestions than existing systems, and supports the expression of writers' unique intentions. We discuss the complex issue of ownership in human-machine collaboration and how to build adaptive creativity support tools in other domains.
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引用次数: 73
TORC: A Virtual Reality Controller for In-Hand High-Dexterity Finger Interaction TORC:一种用于手持式高灵巧手指交互的虚拟现实控制器
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300301
Jaeyeon Lee, M. Sinclair, Mar González-Franco, E. Ofek, Christian Holz
Recent hand-held controllers have explored a variety of haptic feedback sensations for users in virtual reality by producing both kinesthetic and cutaneous feedback from virtual objects. These controllers are grounded to the user's hand and can only manipulate objects through arm and wrist motions, not using the dexterity of their fingers as they would in real life. In this paper, we present TORC, a rigid haptic controller that renders virtual object characteristics and behaviors such as texture and compliance. Users hold and squeeze TORC using their thumb and two fingers and interact with virtual objects by sliding their thumb on TORC's trackpad. During the interaction, vibrotactile motors produce sensations to each finger that represent the haptic feel of squeezing, shearing or turning an object. Our evaluation showed that using TORC, participants could manipulate virtual objects more precisely (e.g., position and rotate objects in 3D) than when using a conventional VR controller.
最近的手持控制器通过产生来自虚拟物体的动觉和皮肤反馈,为用户在虚拟现实中探索了各种触觉反馈感觉。这些控制器与用户的手相连,只能通过手臂和手腕的运动来操纵物体,而不能像在现实生活中那样使用灵巧的手指。在本文中,我们提出了一种刚性触觉控制器TORC,它可以呈现虚拟物体的特征和行为,如纹理和顺应性。用户可以用拇指和两个手指按住TORC,并通过在TORC的触控板上滑动拇指来与虚拟物体进行交互。在交互过程中,振动触觉马达对每根手指产生感觉,代表挤压、剪切或转动物体的触觉。我们的评估表明,与使用传统的VR控制器相比,使用TORC,参与者可以更精确地操纵虚拟物体(例如,在3D中定位和旋转物体)。
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引用次数: 105
Understanding Metamaterial Mechanisms 理解超材料机制
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300877
A. Ion, David Lindlbauer, Philipp Herholz, M. Alexa, Patrick Baudisch
In this paper, we establish the underlying foundations of mechanisms that are composed of cell structures---known as metamaterial mechanisms. Such metamaterial mechanisms were previously shown to implement complete mechanisms in the cell structure of a 3D printed material, without the need for assembly. However, their design is highly challenging. A mechanism consists of many cells that are interconnected and impose constraints on each other. This leads to unobvious and non-linear behavior of the mechanism, which impedes user design. In this work, we investigate the underlying topological constraints of such cell structures and their influence on the resulting mechanism. Based on these findings, we contribute a computational design tool that automatically creates a metamaterial mechanism from user-defined motion paths. This tool is only feasible because our novel abstract representation of the global constraints highly reduces the search space of possible cell arrangements.
在本文中,我们建立了由细胞结构组成的机制的潜在基础-被称为超材料机制。这种超材料机制以前被证明可以在3D打印材料的细胞结构中实现完整的机制,而无需组装。然而,它们的设计极具挑战性。一个机制由许多相互连接并相互施加约束的细胞组成。这将导致机制的不明显和非线性行为,从而阻碍用户设计。在这项工作中,我们研究了这种细胞结构的潜在拓扑约束及其对产生机制的影响。基于这些发现,我们提供了一个计算设计工具,可以根据用户定义的运动路径自动创建超材料机制。这个工具是可行的,因为我们对全局约束的新颖抽象表示大大减少了可能的单元排列的搜索空间。
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引用次数: 30
Frequency-Based Design of Smart Textiles 基于频率的智能纺织品设计
Pub Date : 2019-05-02 DOI: 10.1145/3290605.3300524
J. Mikkonen, R. Townsend
Despite the increasing amount of smart textile design practitioners, the methods and tools commonly available have not progressed to the same scale. Most smart textile interaction designs today rely on detecting changes in resistance. The tools and sensors for this are generally limited to DC-voltage-divider based sensors and multimeters. Furthermore, the textiles and the materials used in smart textile design can exhibit behaviour making it difficult to identify even simple interactions using those means. For instance, steel-based textiles exhibit intrinsic semiconductive properties that are difficult to identify with current methods. In this paper, we show an alternative way to measure interaction with smart textiles. By relying on visualisation known as Lissajous-figures and frequency-based signals, we can detect even subtle and varied forms of interaction with smart textiles. We also show an approach to measuring frequency-based signals and present an Arduino-based system called Teksig to support this type of textile practice.
尽管智能纺织品设计从业者的数量不断增加,但通常可用的方法和工具尚未发展到相同的规模。如今,大多数智能纺织品交互设计都依赖于检测阻力的变化。用于此的工具和传感器通常限于基于直流分压器的传感器和万用表。此外,智能纺织品设计中使用的纺织品和材料可能会表现出难以识别的行为,即使是使用这些手段进行简单的交互。例如,钢基纺织品表现出难以用现有方法识别的固有半导体特性。在本文中,我们展示了一种测量与智能纺织品交互的替代方法。依靠被称为利萨尤图的可视化和基于频率的信号,我们可以检测到与智能纺织品之间微妙而多样的互动形式。我们还展示了一种测量基于频率的信号的方法,并提出了一个基于arduino的系统,称为Teksig,以支持这种类型的纺织实践。
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引用次数: 12
期刊
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
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