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Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction最新文献

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Heart Calligraphy: an Abstract Portrait Inside the Body 心书法:身体内部的抽象肖像
Bin Yu, Rogier Arents, Jun Hu, M. Funk, L. Feijs
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.
“心书法”是一种生物反馈装置,它利用手写绘图仪绘制参与者的心跳数据,为他们创造抽象肖像。实时心率映射到笔行为的基本参数,即速度、位置、压力和笔下时间。由于心率的自然变异性,每一幅肖像都成为个人的、独特的图形,反映了人体内自然的生物节律。该装置探索了身体作为一种渠道的作用,通过这种渠道,生理以一种美的形式表现出来。
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引用次数: 5
The Aesthetics of Heat: Guiding Awareness with Thermal Stimuli 热的美学:用热刺激引导意识
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.
在本文中,我们讨论了设计过程和结果,从一个设计探索使用热刺激身体意识练习。在交互式热垫形式的交互式原型上进行了用户研究。本文提出了对热作为设计材料的另一种理解,扩展了对HCI中热刺激作为一种交流方式的普遍理解,而不是将美学和体验属性放在首位。研究结果解释了感觉体对热刺激的体验,并制定了许多与热作为设计材料相关的设计品质,指出了关于感觉体、主观性和微妙性的体验品质,以及关于物质性、惰性和热传递的材料品质。
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引用次数: 42
Toward Thingy Oriented Programming: Recording Marcos With Tangibles 面向事物的编程:用有形物品记录马科斯
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.
我们介绍了面向事物的编程(TOP)的概念,这是一种实验性的替代方法,可以对涉及传感器和执行器网络的简单电子应用和系统进行原型设计。TOP允许用户定义或“编程”(无线)连接的对象。虽然这种方法允许强大的物理和交互式应用程序,但不需要专业技能,因为top -程序是通过记录有形交互(即交互宏)的序列来定义的。我们的主要目标群体是那些想要在短时间内通过交互性来增强物理原型的设计师,以及对增强(智能)家中特定任务感兴趣的最终用户(例如,创建一个通过拍两次手来打开/关闭灯的开关)。第三个目标群体是计算机科学和电子学方面的儿童及其教育工作者。我们描述了TOP概念,包括使用场景,演示了一个概念验证原型,并解释了我们接下来的预期步骤。
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引用次数: 9
GaussStudio: Designing Seamless Tangible Interactions on Portable Displays GaussStudio:在便携式显示器上设计无缝的有形交互
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.
模拟霍尔传感器网格GaussSense是一种薄型磁场相机技术,用于在传统便携式显示器上设计无遮挡、近表面的有形交互。该工作室将提供结合物理设计和GaussSense技术的实践经验。通过一系列的头脑风暴和制作练习,参与者将学习如何通过设计物理对象的表达和启示来利用自然的手和微交互,并知道如何利用物理约束来提供额外的动觉意识和触觉反馈。这些练习将包括由组织者或参与者准备的表格,电子原型和黑客物理玩具。
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引用次数: 1
Inner Garden: an Augmented Sandbox Designed for Self-Reflection 内花园:为自我反思而设计的增强沙盒
J. Roo, Renaud Gervais, M. Hachet
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.
我们展示了一个增强沙盒的原型,其中沙子被用来创造一个微型的生活世界,被设计成一个环境展示,用于沉思和自我反思。景观可以在任何时候被重塑。一旦沙子静止片刻,世界就会开始演变——植被生长,水流流动,生物四处移动——根据用户的内心状态。我们使用消费级脑电图和呼吸传感器来反映用户的沮丧和冥想状态,他们可以通过查看沙盒来监控。
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引用次数: 34
BrainstORB
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.
在本文中,我们将介绍我们为项目所经历的整个过程。我们讨论了艺术家们目前是如何经历创作过程的,以及我们计划如何改变这种情况。之前的作品也在解决这个问题,我们会把它们与我们的项目联系起来。这有助于我们了解人们已经从哪些角度来讨论这个话题,以及他们已经得出了哪些结果。然后我们看看如何使用场景方法,我们将我们的概念放入场景中,看看它在理论上是如何工作的。然后我们更进一步,用两种方法来完成创造过程,其中一种使用我们的设备BrainstORB。然后详细探讨这个项目的设计过程,然后是技术实现,我们通过在我们的设备中使用的技术。这篇文章最后总结了BrainstORB将为创意世界做些什么。
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引用次数: 0
Design Everything By Yourself User Interfaces For Graphics, CAD Modeling, and Robots 设计一切自己的用户界面为图形,CAD建模,和机器人
T. Igarashi
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.
我将介绍我们的研究项目(设计接口项目),旨在为最终用户开发各种设计工具。我们今天生活在一个大规模生产的社会,世界各地的人都在购买和使用同样的东西。这可能在经济上是有效的,但对个人来说不一定是理想的。我们设想,帮助人们自己设计东西的计算机工具可以丰富他们的生活。为此,我们为最终用户开发创新的交互技术,以(1)通过简单的草图创建丰富的图形,如三维模型和动画;(2)设计他们自己的现实世界,日常物品,如服装和家具,实时物理模拟集成在一个简单的几何编辑器中;(3)设计他们的个人机器人的行为,并向他们提供指令,以满足他们的特定需求。
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引用次数: 1
Exploring the Design Space of Tangible Systems Supported for Early Reading Acquisition in Children with Dyslexia 阅读障碍儿童早期阅读习得有形系统的设计空间探索
Min Fan, A. Antle, Emily S. Cramer
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.
有形的用户界面具有支持儿童学习阅读的潜力。本研究探讨了以学校为基础的有形学习系统的设计空间,以支持儿童,特别是有阅读困难的儿童的早期阅读习得。根据阅读障碍的原因和干预理论以及对学习的tui的研究,我们提出了一个有形阅读系统的设计,该系统使用动态颜色和触觉提示来帮助有阅读障碍的儿童学习英语字母-声音对应。然后,我们提出了一个案例研究设计,调查该系统如何支持7-8岁有阅读障碍的儿童在学校环境中学习字母-声音对应。最后,我们讨论了未来的工作和本研究的潜在贡献。
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引用次数: 6
InflatiBits: A Modular Soft Robotic Construction Kit for Children InflatiBits:为儿童设计的模块化软机器人构建套件
Christopher Kopic, Kristian Gohlke
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.
InflatiBits是一个模块化的建设工具包,使好玩的探索气动驱动的运动学系统。该套件包含基于软机器人原理的不同构建模块,如软充气气室,约束元件,空气连接器,压力源和传感器模块。这些元件可以手动组合和驱动,也可以通过一个可选的基于arduino的控制板来驱动。该板包含一个电动气泵,电磁阀,并允许连接传感器模块,以实现更复杂的行为和运动模式。InflatiBits模块和连接器与标准乐高部件兼容,使儿童能够将它们集成到现有的游戏环境中。
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引用次数: 15
If Your Mind Can Grasp It, Your Hands Will Help 如果你的大脑能抓住它,你的手也会帮上忙
Simon Stusak, Moritz Hobe, A. Butz
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.
本文描述了一项研究,比较了参与者使用二维和三维物理可视化的信息回忆。具体来说,它侧重于物理条形图,并评估基于纸张的可视化和用木块构建的可视化版本之间的差异。我们进行了一项涉及16名参与者的重复测量研究,我们在探索后立即测量了对信息的回忆,并延迟了一周。我们使用问卷调查和半结构化访谈来获得更多关于回忆过程的信息,以及参与者对视觉化是否以及如何影响他们记忆信息潜力的看法。结果表明,参与者认为对三维可视化图像的记忆效果更好,但除了对极值的回忆外,定量数据并不能完全证实这种欣赏。此外,研究结果强调,在研究中使用的物理交互技术无法弥补缺乏视觉分化。一个令人惊讶的发现是不同的数据集对召回性能的强烈依赖。
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引用次数: 21
期刊
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
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