Heart Calligraphy is a biofeedback installation that creates abstract portraits of participants with their heartbeat data using a pen plotter. The real-time heart rate is mapped to the basic parameters of the pen's behaviors, namely speed, position, pressure and pen-down time. Due to the natural variability in heart rate, every portrait becomes personal and unique graphic, which reflects the natural biorhythm inside human body. The installation explores the role of the body as a channel through which physiology manifests itself in a form of beauty.
{"title":"Heart Calligraphy: an Abstract Portrait Inside the Body","authors":"Bin Yu, Rogier Arents, Jun Hu, M. Funk, L. Feijs","doi":"10.1145/2839462.2856341","DOIUrl":"https://doi.org/10.1145/2839462.2856341","url":null,"abstract":"Heart Calligraphy is a biofeedback installation that creates abstract portraits of participants with their heartbeat data using a pen plotter. The real-time heart rate is mapped to the basic parameters of the pen's behaviors, namely speed, position, pressure and pen-down time. Due to the natural variability in heart rate, every portrait becomes personal and unique graphic, which reflects the natural biorhythm inside human body. The installation explores the role of the body as a channel through which physiology manifests itself in a form of beauty.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117172971","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}
Martin Jonsson, A. Ståhl, J. Mercurio, Anna Karlsson, Naveen Ramani, K. Höök
In this paper we discuss the design process and results from a design exploration on the use of thermal stimuli in body awareness exercises. A user-study was performed on an interactive prototype in the form of an interactive heat mat. The paper brings forth an alternative understanding of heat as a design material that extends the common understanding of thermal stimuli in HCI as a communication modality to instead bring the aesthetic and experiential properties to the fore. Findings account for felt body experiences of thermal stimuli and a number of design qualities related to heat as a design material are formulated, pointing to experiential qualities concerning the felt body, subjectivity and subtleness as well as material qualities concerning materiality, inertia and heat transfer.
{"title":"The Aesthetics of Heat: Guiding Awareness with Thermal Stimuli","authors":"Martin Jonsson, A. Ståhl, J. Mercurio, Anna Karlsson, Naveen Ramani, K. Höök","doi":"10.1145/2839462.2839487","DOIUrl":"https://doi.org/10.1145/2839462.2839487","url":null,"abstract":"In this paper we discuss the design process and results from a design exploration on the use of thermal stimuli in body awareness exercises. A user-study was performed on an interactive prototype in the form of an interactive heat mat. The paper brings forth an alternative understanding of heat as a design material that extends the common understanding of thermal stimuli in HCI as a communication modality to instead bring the aesthetic and experiential properties to the fore. Findings account for felt body experiences of thermal stimuli and a number of design qualities related to heat as a design material are formulated, pointing to experiential qualities concerning the felt body, subjectivity and subtleness as well as material qualities concerning materiality, inertia and heat transfer.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"2006 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125840964","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}
Florian Güldenpfennig, Daniel Dudo, Peter Purgathofer
We introduce the concept of Thingy Oriented Programming (TOP), which is an experimental and alternative approach to prototyping simple electronics applications and systems that involve networks of sensors and actuators. TOP enables the users to define or 'program' (wirelessly) connected objects. While this approach allows powerful physical and interactive applications, no professional skills are needed since TOP-programs are defined by recording sequences of tangible interactions (i.e., interaction macros). Our primary target groups are designers who want to augment their physical prototypes with interactivity in little time, as well as end-users who are interested in enhancing specific tasks in their (smart) homes (e.g., creating a switch which turns on/off the lights by clapping twice the hands). A third target group is comprised of children and their educators in computer science and electronics. We describe the TOP concept including use scenarios, demonstrate a proof-of-concept prototype and explain our next intended steps.
{"title":"Toward Thingy Oriented Programming: Recording Marcos With Tangibles","authors":"Florian Güldenpfennig, Daniel Dudo, Peter Purgathofer","doi":"10.1145/2839462.2856550","DOIUrl":"https://doi.org/10.1145/2839462.2856550","url":null,"abstract":"We introduce the concept of Thingy Oriented Programming (TOP), which is an experimental and alternative approach to prototyping simple electronics applications and systems that involve networks of sensors and actuators. TOP enables the users to define or 'program' (wirelessly) connected objects. While this approach allows powerful physical and interactive applications, no professional skills are needed since TOP-programs are defined by recording sequences of tangible interactions (i.e., interaction macros). Our primary target groups are designers who want to augment their physical prototypes with interactivity in little time, as well as end-users who are interested in enhancing specific tasks in their (smart) homes (e.g., creating a switch which turns on/off the lights by clapping twice the hands). A third target group is comprised of children and their educators in computer science and electronics. We describe the TOP concept including use scenarios, demonstrate a proof-of-concept prototype and explain our next intended steps.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"174 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116131147","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}
Rong-Hao Liang, Han-Chih Kuo, M. B. Alonso, Bing-Yu Chen
The analog Hall-sensor grid, GaussSense, is a thin-form magnetic-field camera technology for designing expressive occlusion-free, near-surface tangible interactions on conventional portable displays. The studio will provide hands-on experiences that combine physical designs and the GaussSense technology. Through a series of brainstorming and making exercises, participants will learn how to exploit natural hand and micro interactions through designing the expressions and affordances of physical objects, and know how to utilize physical constraints to provide additional kinesthetic awareness and haptic feedback. The exercises will be including form-giving, electronic prototyping, and hacking physical toys that are prepared by either the organizers or participants.
{"title":"GaussStudio: Designing Seamless Tangible Interactions on Portable Displays","authors":"Rong-Hao Liang, Han-Chih Kuo, M. B. Alonso, Bing-Yu Chen","doi":"10.1145/2839462.2854111","DOIUrl":"https://doi.org/10.1145/2839462.2854111","url":null,"abstract":"The analog Hall-sensor grid, GaussSense, is a thin-form magnetic-field camera technology for designing expressive occlusion-free, near-surface tangible interactions on conventional portable displays. The studio will provide hands-on experiences that combine physical designs and the GaussSense technology. Through a series of brainstorming and making exercises, participants will learn how to exploit natural hand and micro interactions through designing the expressions and affordances of physical objects, and know how to utilize physical constraints to provide additional kinesthetic awareness and haptic feedback. The exercises will be including form-giving, electronic prototyping, and hacking physical toys that are prepared by either the organizers or participants.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"587 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116206560","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}
We present a prototype of an augmented sandbox where the sand is used to create a miniature living world, designed as an ambient display for contemplation and self-reflection. The landscape can be reshaped at any time. Once the sand is left still for a moment, the world starts evolving -- vegetation grows, water flows and creatures move around -- according to the user's internal state. We use a consumer-grade EEG and breathing sensors to reflect on frustration and meditative states of users, which they can monitor by looking at the sandbox.
{"title":"Inner Garden: an Augmented Sandbox Designed for Self-Reflection","authors":"J. Roo, Renaud Gervais, M. Hachet","doi":"10.1145/2839462.2856532","DOIUrl":"https://doi.org/10.1145/2839462.2856532","url":null,"abstract":"We present a prototype of an augmented sandbox where the sand is used to create a miniature living world, designed as an ambient display for contemplation and self-reflection. The landscape can be reshaped at any time. Once the sand is left still for a moment, the world starts evolving -- vegetation grows, water flows and creatures move around -- according to the user's internal state. We use a consumer-grade EEG and breathing sensors to reflect on frustration and meditative states of users, which they can monitor by looking at the sandbox.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"15 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114113561","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}
Conor Byrne, E. Healy, Nigel Frahill, Rebecca Power
In this paper we go through the entire process we went through for our project. We talk about how artists are currently approaching the subject of going through a creative process and how we are planning on changing that. Previous works out there, which are also tackling this issue are looked at and put in relation to what we have done for our project. This helped us to see what angles people are already approaching this topic from and what results they have already come up with. Then we look at how the scenario methodology was used, where we place our concept into a scene to see how it would work in theory. Then we go further and do a real world scenario using two methods of going through the creative process, one of which uses our device the BrainstORB. The design process for this project is then explored in detail followed by the technical implementation in which we go through what technology is being used in our device. This paper then is concluded with finalizing what the BrainstORB is going to do for the creative world.
{"title":"BrainstORB","authors":"Conor Byrne, E. Healy, Nigel Frahill, Rebecca Power","doi":"10.1145/2839462.2872964","DOIUrl":"https://doi.org/10.1145/2839462.2872964","url":null,"abstract":"In this paper we go through the entire process we went through for our project. We talk about how artists are currently approaching the subject of going through a creative process and how we are planning on changing that. Previous works out there, which are also tackling this issue are looked at and put in relation to what we have done for our project. This helped us to see what angles people are already approaching this topic from and what results they have already come up with. Then we look at how the scenario methodology was used, where we place our concept into a scene to see how it would work in theory. Then we go further and do a real world scenario using two methods of going through the creative process, one of which uses our device the BrainstORB. The design process for this project is then explored in detail followed by the technical implementation in which we go through what technology is being used in our device. This paper then is concluded with finalizing what the BrainstORB is going to do for the creative world.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"108 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124071424","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}
I will introduce our research project (design interface project) aiming at the development of various design tools for end-users. We live in a mass-production society today and everyone buy and use same things all over the world. This might be economically efficient, but not necessarily ideal for individual persons. We envision that computer tools that help people to design things by themselves can enrich their lives. To that end, we develop innovative interaction techniques for end users to (1) create rich graphics such as three-dimensional models and animations by simple sketching (2) design their own real-world, everyday objects such as clothing and furniture with real-time physical simulation integrated in a simple geometry editor, and (3) design the behavior of their personal robots and give instructions to them to satisfy their particular needs.
{"title":"Design Everything By Yourself User Interfaces For Graphics, CAD Modeling, and Robots","authors":"T. Igarashi","doi":"10.1145/2839462.2883589","DOIUrl":"https://doi.org/10.1145/2839462.2883589","url":null,"abstract":"I will introduce our research project (design interface project) aiming at the development of various design tools for end-users. We live in a mass-production society today and everyone buy and use same things all over the world. This might be economically efficient, but not necessarily ideal for individual persons. We envision that computer tools that help people to design things by themselves can enrich their lives. To that end, we develop innovative interaction techniques for end users to (1) create rich graphics such as three-dimensional models and animations by simple sketching (2) design their own real-world, everyday objects such as clothing and furniture with real-time physical simulation integrated in a simple geometry editor, and (3) design the behavior of their personal robots and give instructions to them to satisfy their particular needs.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124086466","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}
Tangible user interfaces have the potential to support children in learning to read. This research explores the design space of school-based tangible learning systems that support early reading acquisition in children, particularly in children with reading difficulties. Informed by theories of the causes and interventions for dyslexia and research on TUIs for learning, we present the design of a tangible reading system that uses the dynamic colour and tactile cues to help children with dyslexia to learn English letter-sound correspondences. We then propose a case study design that investigates how this system can support children with dyslexia aged 7-8 years old in learning letter-sound correspondences in a school context. We conclude by discussing the future work and potential contributions of this research.
{"title":"Exploring the Design Space of Tangible Systems Supported for Early Reading Acquisition in Children with Dyslexia","authors":"Min Fan, A. Antle, Emily S. Cramer","doi":"10.1145/2839462.2854104","DOIUrl":"https://doi.org/10.1145/2839462.2854104","url":null,"abstract":"Tangible user interfaces have the potential to support children in learning to read. This research explores the design space of school-based tangible learning systems that support early reading acquisition in children, particularly in children with reading difficulties. Informed by theories of the causes and interventions for dyslexia and research on TUIs for learning, we present the design of a tangible reading system that uses the dynamic colour and tactile cues to help children with dyslexia to learn English letter-sound correspondences. We then propose a case study design that investigates how this system can support children with dyslexia aged 7-8 years old in learning letter-sound correspondences in a school context. We conclude by discussing the future work and potential contributions of this research.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130177905","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}
InflatiBits is a modular construction kit that enables playful exploration of pneumatically actuated kinematic systems. The kit contains different building blocks based on soft robotics principles such as soft inflatable air-chambers, constraining elements, air-connectors, pressure sources, and sensor modules. The elements can be combined and actuated manually or through an optional Arduino-based control board. The board contains a motorized air-pump, solenoid valves and allows for connecting the sensor module to achieve more complex behaviors and motion patterns. The InflatiBits modules and connectors are compatible with standard Lego parts, enabling children to integrate them into existing playing environments.
{"title":"InflatiBits: A Modular Soft Robotic Construction Kit for Children","authors":"Christopher Kopic, Kristian Gohlke","doi":"10.1145/2839462.2872962","DOIUrl":"https://doi.org/10.1145/2839462.2872962","url":null,"abstract":"InflatiBits is a modular construction kit that enables playful exploration of pneumatically actuated kinematic systems. The kit contains different building blocks based on soft robotics principles such as soft inflatable air-chambers, constraining elements, air-connectors, pressure sources, and sensor modules. The elements can be combined and actuated manually or through an optional Arduino-based control board. The board contains a motorized air-pump, solenoid valves and allows for connecting the sensor module to achieve more complex behaviors and motion patterns. The InflatiBits modules and connectors are compatible with standard Lego parts, enabling children to integrate them into existing playing environments.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131893537","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}
This paper describes a study comparing the information recall of participants using 2D and 3D physical visualizations. Specifically, it focuses on physical bar charts and evaluates the difference between a paper-based visualization and a version built with wooden blocks. We conducted a repeated measures study involving 16 participants in which we measured the recall of information immediately after the exploration and with a delay of one week. We used questionnaires and semi-structured interviews to obtain more information about the process of recall and participants' opinions whether and how the visualizations differ in their potential for memorizing information. The results point out that participants believe to remember the 3D visualizations better, but besides the recall of extreme values the quantitative data cannot completely verify this appreciation. Furthermore the results highlight that the in the study used physical interaction techniques are not able to compensate lacking visual differentiation. One surprising finding was the strong dependency of the different data sets on the recall performance.
{"title":"If Your Mind Can Grasp It, Your Hands Will Help","authors":"Simon Stusak, Moritz Hobe, A. Butz","doi":"10.1145/2839462.2839476","DOIUrl":"https://doi.org/10.1145/2839462.2839476","url":null,"abstract":"This paper describes a study comparing the information recall of participants using 2D and 3D physical visualizations. Specifically, it focuses on physical bar charts and evaluates the difference between a paper-based visualization and a version built with wooden blocks. We conducted a repeated measures study involving 16 participants in which we measured the recall of information immediately after the exploration and with a delay of one week. We used questionnaires and semi-structured interviews to obtain more information about the process of recall and participants' opinions whether and how the visualizations differ in their potential for memorizing information. The results point out that participants believe to remember the 3D visualizations better, but besides the recall of extreme values the quantitative data cannot completely verify this appreciation. Furthermore the results highlight that the in the study used physical interaction techniques are not able to compensate lacking visual differentiation. One surprising finding was the strong dependency of the different data sets on the recall performance.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127584803","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}