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Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition最新文献

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Challenges for Creating and Staging Interactive Costumes for the Theatre Stage 为戏剧舞台创造和上演互动服装的挑战
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757242
Michaela Honauer, E. Hornecker
In this paper, we discuss the requirements and critical challenges for creating and staging interactive costumes in the theatre. Different to other types of performance, theatre costumes are secondary to acting. Our investigations are based on two practice-based case studies: a self-directed design research within a student project, and a collaboration with a local theatre house, where interactive costume elements were developed in a real-life setting. These reveal requirements and challenges for the design process as well as the effective staging of interactive costumes, the biggest challenge being how to integrate these into existing structures of traditional theatre houses, and requirements for the costumes themselves. Because interactive costumes integrate technological features and traditional analogue crafts, they require interdisciplinary collaboration and transcend established boundaries between departments in theatre houses, challenging established work processes and structures.
在本文中,我们讨论了在剧院创作和上演互动服装的要求和关键挑战。与其他类型的表演不同,戏剧服装是次要的。我们的调查基于两个基于实践的案例研究:一个是学生项目中的自我指导设计研究,另一个是与当地剧院的合作,其中互动服装元素是在现实生活中开发的。这些都揭示了互动服装在设计过程中的要求和挑战,以及互动服装的有效上演,最大的挑战是如何将这些融入传统剧院的现有结构,以及对服装本身的要求。由于互动服装融合了技术特征和传统的模拟工艺,它们需要跨学科的合作,并且超越了剧院部门之间的既定界限,挑战了既定的工作流程和结构。
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引用次数: 26
SolidSketch: Toward Enactive Interactions for Semantic Model Creation SolidSketch:面向语义模型创建的动态交互
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764765
Chih-Pin Hsiao
SolidSketch is a solid and parametric modeling program that enables users to rapidly construct 3D parametric and semantic models through sketch and multi-touch input. The interaction design principles of SolidSketch are based on the cognitive science theory of enaction. We argue enactive interactions would support design creativity by enabling rapid iteration and continuous feedback throughout a flexible design exploration. SolidSketch infers the intention of the user by continuously analyzing the surrounding context and user's behavior. This paper briefly introduces the enaction theory, the interaction designs as well as the implementations of SolidSketch.
SolidSketch是一个实体和参数化建模程序,使用户能够通过草图和多点触摸输入快速构建3D参数化和语义模型。SolidSketch的交互设计原理是基于认知科学的行为理论。我们认为,通过在灵活的设计探索过程中实现快速迭代和持续反馈,主动交互将支持设计创造力。SolidSketch通过不断分析周围的环境和用户的行为来推断用户的意图。本文简要介绍了SolidSketch的作用原理、交互设计和实现。
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引用次数: 2
Sense-a-Ball Pong Sense-a-Ball发出难闻的气味
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757379
Mark Palmer
The attraction of classic computer games wasn't their verisimilitude. Games like Battlezone and Elite blended perception and action through interactivity that flowed around the immateriality of the game object; cinematic tropes then emphasised this in films like Tron and Minority Report. Arguably this reveals a facet of perception we have passed over in favour of the fixed outlines of objects. But if this is a part of perception per se rather than being limited to the screen, shouldn't we be able to experience this within the physical world? Sense-a-Ball Pong explores this by making the classic computer game of Pong "physical". A grid of vanes will orientate themselves towards the "ball" implying its position whilst it will be invisible. Utilising distance sensors player's will then use their hand to play with the ball. If perception does flow around the object it should become evident in this work.
经典电脑游戏的吸引力不在于它们的逼真性。《Battlezone》和《Elite》等游戏通过围绕游戏对象的非物质性的互动性将感知和行动融合在一起;在《电子战记》和《少数派报告》等电影中,电影修辞强调了这一点。可以说,这揭示了我们所忽略的感知的一个方面,而倾向于物体的固定轮廓。但如果这是感知本身的一部分,而不是局限于屏幕,我们难道不能在物理世界中体验到这一点吗?《Sense-a-Ball Pong》通过将经典电脑游戏《Pong》变成“实体”游戏来探索这一点。一个网格的叶片将朝向“球”,暗示它的位置,而它将是不可见的。利用距离传感器,球员将使用他们的手玩球。如果感知确实围绕着物体流动,它应该在这个作品中变得明显。
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引用次数: 0
COTree Scripting the Truth COTree编写真相
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757371
L. S. Vestergaard, Joakim Old Jensen, Christina Exner, Agnete Horup, Anna Lindebjerg, Kirstine West Andersen, Nikolaj Christian Mikkelsen
COTree is a physical interaction design installation shaped as a climbing plant. COTree is composed of smart materials, and electronic design tools like Arduino. The installation has leaves that change shape and color depending on CO2 concentrations in the surrounding environment. When the audience experiences a plant withering caused by too much CO2, they become aware that pollution is happening all around us -- the audience is breathing the same air as the plant! How do you get away from the pollution, and where should you go?
COTree是一个物理交互设计装置,形状像一个攀缘植物。COTree由智能材料和Arduino等电子设计工具组成。这个装置的叶子会根据周围环境的二氧化碳浓度改变形状和颜色。当观众目睹一株因二氧化碳过多而枯萎的植物时,他们意识到污染正在我们身边发生——观众和植物呼吸着同样的空气!如何远离污染,你应该去哪里?
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引用次数: 0
Assessing the Creativity of Designs at Scale 大规模评估设计的创造力
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2764770
Christopher Maclellan
How best to assess the creativity of a large number of designed artifacts remains an open problem. The typical approach is to have a panel of experts answer likert questions about individual artifacts. This process typically requires a substantial amount of training to ensure the judges achieve an acceptable level of agreement. Consequently, the approach does not scale well as it is infeasible to have a panel of experts regularly evaluate the creativity of a large number of designs. The current work explores an alternative approach that uses both individual and pairwise judgements from novice crowd workers to support reliable and scalable assessment of creative designs. This approach, which we call TrueCreativity, can operate over a set of evaluations from a large number of judges and appropriately weights their evaluations based on their past reliability and agreement with other judges. We show that this approach produces results that strongly correlate with another measure of creativity.
如何最好地评估大量设计的人工制品的创造性仍然是一个悬而未决的问题。典型的方法是让一组专家回答关于单个工件的类似问题。这一过程通常需要进行大量培训,以确保法官达成可接受的一致意见。因此,这种方法不能很好地扩展,因为让一个专家小组定期评估大量设计的创造力是不可行的。目前的工作探索了另一种方法,即使用新手群体工作者的个人和成对判断来支持可靠和可扩展的创意设计评估。这种方法,我们称之为TrueCreativity,可以对来自大量法官的一组评估进行操作,并根据他们过去的可靠性和与其他法官的一致性适当地权衡他们的评估。我们发现,这种方法产生的结果与另一种衡量创造力的方法密切相关。
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引用次数: 0
Biological Citizen Publics: Personal Genetics as a Site of Public Engagement with Science 生物公民公众:个人遗传学作为公众参与科学的场所
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757246
S. Kuznetsov, A. Kittur, E. Paulos
Low-cost genetic sequencing, coupled with novel social media platforms and visualization techniques, present a new frontier for scientific participation, whereby people can learn, share, and act on data embedded within their own bodies. Our study of 23andMe, a popular genetic testing service, reveals how users make sense of and contextualize their genetic results, critique and evaluate the underlying research, and reflect on the broader implications of genetic testing. We frame user groups as citizen science publicsgroups that coalesce around scientific issues and work towards resolving shared concerns. Our findings show that personal genetics serves as a site for public engagement with science, whereby communities of biological citizens creatively interpret, debate, and act on professional research. We conclude with design trajectories at the intersection of genetics and creativity support tools: platforms for aggregating hybrid knowledge; tools for creative reflection on professional science; and strategies for supporting collaborations across communities.
低成本的基因测序,再加上新颖的社交媒体平台和可视化技术,为科学参与提供了一个新的前沿,人们可以在这里学习、分享和处理嵌入在自己体内的数据。我们对23andMe(一个受欢迎的基因检测服务)的研究揭示了用户如何理解和背景化他们的基因结果,批评和评估潜在的研究,并反思基因检测的更广泛的影响。我们将用户组定义为围绕科学问题联合起来并致力于解决共同关注的问题的公民科学公共团体。我们的研究结果表明,个人遗传学是公众参与科学的一个场所,在这里,生物公民社区创造性地解释、辩论和采取专业研究。我们总结了遗传学和创造力支持工具交叉点的设计轨迹:聚合混合知识的平台;创造性反思专业科学的工具;以及支持跨社区合作的策略。
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引用次数: 12
The Production of Unprecedented Events 空前事件的产生
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757258
S. Scrivener
What is primary in the production of new knowledge: new concepts or unprecedented events (surprising observations)? Often, when we talk about research, the focus would appear to be on the production and testing of concepts. Induction relies on observations, but its purpose is seen as being to arrive at new concepts, deductions and propositions, which when confirmed in empirical test provide grounds for belief. Reflective thought about research has tended to focus on the nature of confirmation rather than discovery, the latter being generally accepted as inaccessible to rational analysis. However, confirmation relies on discovery and whilst some new idea might come about through the rational analysis of existing concepts, discovery tends to arise in inductions stimulated by the event of surprising or unprecedented observations. Given the suggested significance of unprecedented events in the production of new knowledge and understanding, can we construct environments in which they can be made to happen, rather than merely waiting until we happen upon them? I will refer, in my talk, to current thinking in which experimental systems in science are conceived in this way, but will focus attention on how creative material practices, such as art and design, can also be understood as generators of unprecedented events.
新知识的产生主要是什么:新概念还是前所未有的事件(令人惊讶的观察)?通常,当我们谈论研究时,重点似乎是概念的产生和测试。归纳法依赖于观察,但它的目的被看作是得出新的概念、推论和命题,当这些新概念、推论和命题在经验检验中得到证实时,就为信念提供了依据。关于研究的反思倾向于关注确认的本质,而不是发现,后者被普遍认为是无法进行理性分析的。然而,确认依赖于发现,虽然一些新的想法可能会通过对现有概念的理性分析而产生,但发现往往是在令人惊讶或前所未有的观察事件刺激的归纳中产生的。考虑到前所未有的事件在新知识和新理解的产生中所具有的重要意义,我们能否构建一个环境,让它们能够发生,而不是仅仅等待它们发生?在我的演讲中,我将提到以这种方式构思科学实验系统的当前思维,但将重点关注创造性的材料实践,如艺术和设计,也可以被理解为前所未有的事件的生成器。
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引用次数: 0
Strategies for Embodied Design: The Value and Challenges of Observing Movement 具身设计策略:观察运动的价值与挑战
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757238
S. Alaoui, T. Schiphorst, Shannon Cuykendall, Kristin Carlson, K. Studd, Karen Bradley
In this paper, we investigate the value and challenges of observing movement experience in embodied design. We interviewed three design researchers selected from a CHI2014 panel on designing for the experiential body. For each designer, we analyzed a publication describing their process of observing movement experience. By analyzing the interviews and publications, we studied how these researchers observe movement and how they articulate it in their design process. From our study, we contribute a set of techniques for performing movement observation inspired by somatics and body-based practices which we define as: attunement, attention, and kinesthetic empathy. We illustrate how these techniques have been applied by the selected researchers, and also highlight the remaining challenges related to articulating, translating, and sharing the felt movement experience in the context of design within HCI. Finally, we address these challenges by arguing for further exploration of movement frameworks from the fields of somatics, body-based practices, and movement studies as specific strategies that can be applied to HCI.
在本文中,我们探讨了在具身设计中观察运动体验的价值和挑战。我们采访了三位从CHI2014体验体设计小组中选出的设计研究人员。对于每个设计师,我们分析了描述他们观察运动体验过程的出版物。通过分析访谈和出版物,我们研究了这些研究人员如何观察运动,以及他们如何在设计过程中表达运动。从我们的研究中,我们提供了一套由躯体学和基于身体的实践启发的运动观察技术,我们将其定义为:调谐,注意力和动觉移情。我们说明了这些技术是如何被选定的研究人员应用的,并强调了在HCI设计的背景下,与表达、翻译和分享感觉运动经验相关的剩余挑战。最后,我们通过讨论从躯体学、基于身体的实践和运动研究领域进一步探索运动框架来解决这些挑战,作为可应用于HCI的具体策略。
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引用次数: 49
The Haggle-O-Tron: Re-inventing Economic Transactions in Secondhand Retail 《讨价还价:重塑二手零售的经济交易
Pub Date : 2015-06-22 DOI: 10.1145/2757226.2757232
Siobhan Magee, Fionn Tynan-O'Mahony, M. D. Jode, M. Hartswood, E. Laurier, Chris Speed
Secondhand retail in the UK charity sector plays a number of important social and economic roles: charity shops are community focal points; money is generated for good causes; and goods are re-circulated that might otherwise be discarded as abject and unwanted. However, like much of the UK high street, the prosperity of charity shops is under significant threat from the rise of internet shopping. Access to online markets via smart phones equips customers to check prices for secondhand items, some customers then deploy information, usually from eBay, to haggle with shop staff. The Haggle-o-Tron playfully subverts both normative and emerging secondhand retail valuation practices by revealing secondhand goods' financial, moral, social and aesthetic properties. This paper reports on how we employ vibrant yet uncomplicated design interventions that embed the charity's values and ethos to reconfigure store-based economic transactions.
二手零售在英国慈善领域扮演着许多重要的社会和经济角色:慈善商店是社区焦点;善款来源于公益事业;货物被重新流通,否则可能会被丢弃为卑鄙和不需要的。然而,与英国商业街的许多店铺一样,慈善商店的繁荣正受到互联网购物兴起的严重威胁。通过智能手机进入网上市场,消费者可以查看二手商品的价格,然后一些消费者利用通常来自eBay的信息,与店员讨价还价。通过揭示二手商品的金融、道德、社会和美学属性,讨价还价颠覆了规范的和新兴的二手零售估值实践。本文报告了我们如何采用充满活力但不复杂的设计干预,嵌入慈善机构的价值观和精神,重新配置基于商店的经济交易。
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引用次数: 1
Session details: Posters and Demos Session 2 会议详情:海报和演示会议2
B. Bailey, E. Cherry
{"title":"Session details: Posters and Demos Session 2","authors":"B. Bailey, E. Cherry","doi":"10.1145/3247470","DOIUrl":"https://doi.org/10.1145/3247470","url":null,"abstract":"","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115932424","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
期刊
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition
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