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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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TASK: Introducing The Interactive Audience Sensor Kit 任务:介绍交互式观众传感器套件
Florian Güldenpfennig, Oliver Hödl, P. Reichl, Christian Löw, A. Gartus, Matthew Pelowski
We introduce 'The interactive Audience Sensor Kit' (TASK). This modular system of wirelessly networked sensors facilitates the augmentation of artistic performances, in particular, music events or visual art. It was conceived to enable low-level and low-cost audience interaction by offering a set of tracker-nodes to be arranged across the venue as demanded by the corresponding performance event. In this paper, we present two modules from TASK, which are currently under development, and provide early insights from a field study. (1) TASKswitch reacts to the presence of bodies acting as an on/off switch and thereby can be used to modify particular aspects of a performance. (2) TASKvector, on the other hand, enables more complex input by tracking movement among the audience. For example, as we will show in the paper, we used the modules to create interactive audio-visual experiences for the audience where projections were modulated by TASK.
我们推出了“交互式观众传感器套件”(TASK)。这种无线联网传感器的模块化系统有助于增强艺术表演,特别是音乐活动或视觉艺术。它的设想是通过提供一组跟踪节点来实现低水平和低成本的观众互动,这些节点可以根据相应的表演活动的需要安排在整个场地上。在本文中,我们介绍了TASK中目前正在开发的两个模块,并提供了来自实地研究的早期见解。(1)任务开关对充当开/关开关的身体的存在作出反应,因此可以用来修改表演的特定方面。(2)另一方面,TASKvector通过跟踪观众之间的运动来实现更复杂的输入。例如,正如我们将在论文中展示的那样,我们使用模块为观众创建交互式视听体验,其中投影由TASK调节。
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引用次数: 2
Engagement Through Embodiment: A Case For Mindful Interaction 通过具体化的参与:一个正念互动的案例
V. V. Rheden, B. Hengeveld
In this paper we describe the development and evaluation of three kitchen blenders that were specifically designed to stimulate mindfulness in interaction, that is: engagement with, and care for what you are doing. We find that the directness we used to have preparing our food has been sacrificed to efficiency and ease of use, which does not match our current zest for 'slow food' and 'slow cooking'. We argue that most of our kitchen appliances make us less engaged in the act of and less caring for cooking. In order to counter this we see opportunities for a more tangible or embodied interaction style where expressive input leads to expressive output. In order to research this argument we have developed three embodied kitchen blender interaction styles and compared these to a more traditional blender interaction. Preliminary findings suggest that more embodied interaction styles do indeed lead to more mindful engagement in interaction.
在本文中,我们描述了三种厨房搅拌器的开发和评估,这三种搅拌器是专门设计用来刺激正念互动的,也就是说:参与和关心你正在做的事情。我们发现,我们过去准备食物的直接性已经被效率和易用性所牺牲,这与我们现在对“慢食”和“慢烹饪”的热情不符。我们认为,大多数厨房用具使我们对烹饪的投入减少,对烹饪的关心减少。为了解决这个问题,我们看到了一种更加有形或具体化的交互风格的机会,即表达性输入导致表达性输出。为了研究这一论点,我们开发了三种具体的厨房搅拌机交互风格,并将它们与更传统的搅拌机交互进行比较。初步研究结果表明,更具具象化的互动风格确实会导致互动中更有意识的参与。
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引用次数: 20
Session details: Stuff That Works 会话细节:有用的东西
P. Bennett
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引用次数: 0
Embodied Companion Technologies for Autistic Children 自闭症儿童的具体化伴侣技术
Katta Spiel, Julia Makhaeva, C. Frauenberger
With few exceptions, technology for autistic children tends to be focused on the regulation of perceived deficits. With OutsideTheBox we focus on the strengths of the children as design partners and created in our first year four technological objects together with them. They all have common that they are embedded in the children's lives and share some degree of embodied interaction. We present a case study along with four objects, two of them with wearable components, two of them focused at sharing experiences in an embodied mode. This opens up the argument not only for more design actually led by autistic children, but also for companion technologies that embody situatedness. Such technologies are then not driven by an outsider's perspective of what an autistic child needs, but rather are intrinsically valuable to them as a user.
除了少数例外,针对自闭症儿童的技术往往集中在对感知缺陷的调节上。通过OutsideTheBox,我们专注于孩子们作为设计伙伴的优势,并在我们的第一年与他们一起创造了四个技术对象。它们都有一个共同点,那就是它们都融入了孩子们的生活,并在某种程度上分享了具体的互动。我们展示了一个案例研究以及四个对象,其中两个具有可穿戴组件,其中两个专注于以具体模式分享经验。这不仅为更多由自闭症儿童主导的设计提供了论据,也为体现情境性的配套技术提供了论据。这样,这些技术就不是由一个局外人对自闭症儿童需求的看法所驱动的,而是对他们作为用户具有内在价值的。
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引用次数: 30
Comparing bare-hand-in-air Gesture and Object-in-hand Tangible User Interaction for Navigation of 3D Objects in Modeling 三维物体建模中导航的徒手手势和手握物体的有形用户交互比较
S. Dangeti, Victor Y. Chen, Chunhui Zheng
3D modeling is used in Computer Graphics in various fields. Since the growth of gestures, virtual reality and embodied cognition, there have been various new technologies developed to either improve the modeling efficiency, or to provide more nature intuitive experience to the users. In this paper, from the user experience perspective, we try to compare these methods for navigation of 3D objects in the virtual modeling environment including: simple bare hand gestures, tangible user interfaces (TUI) with object in hand, as well as mouse/keyboard as the primary input. Based on embodied cognition theory, we hypothesis that the object-in-hand method might bring better user experience since the interaction between the object and hand can enhance the user's cognition while navigating a model. We present a conceptual design, with two approaches and three design models which demonstrate differences in user interaction with 3D modeling software.
三维建模在计算机图形学的各个领域都有应用。随着手势、虚拟现实和具身认知的发展,各种新技术被开发出来,要么提高建模效率,要么为用户提供更自然的直观体验。在本文中,我们从用户体验的角度,尝试比较了在虚拟建模环境中,简单的徒手手势、手持物体的有形用户界面(TUI)以及鼠标/键盘作为主要输入的3D物体导航方法。基于具身认知理论,我们假设物体在手方法可以带来更好的用户体验,因为物体和手之间的交互可以增强用户在导航模型时的认知。我们提出了一个概念设计,用两种方法和三种设计模型来展示用户与3D建模软件交互的差异。
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引用次数: 11
Engaging 'At-Risk' Students through Maker Culture Activities 通过创客文化活动吸引“有风险”的学生
Sowmya Somanath, Laura Morrison, J. Hughes, E. Sharlin, M. Sousa
This paper presents a set of lessons learnt from introducing maker culture and DIY paradigms to 'at-risk' students (age 12-14). Our goal is to engage 'at-risk' students through maker culture activities. While improved technology literacy is one of the outcomes we also wanted the learners to use technology to realize concepts and ideas, and to gain freedom of thinking similar to creators, artists and designers. We present our study and a set of high level suggestions to enable thinking about how maker culture activities can facilitate engagement and creative use of technology by 1) thinking about creativity in task, 2) facilitating different entry points, 3) the importance of personal relevance, and 4) relevance to education.
本文介绍了向“有风险”的学生(12-14岁)介绍创客文化和DIY范例的经验教训。我们的目标是通过创客文化活动吸引“有风险”的学生。虽然提高技术素养是结果之一,但我们也希望学习者使用技术来实现概念和想法,并获得类似创作者,艺术家和设计师的思维自由。我们提出了我们的研究和一系列高层次的建议,以便思考创客文化活动如何促进参与和创造性地使用技术,1)思考任务中的创造力,2)促进不同的切入点,3)个人相关性的重要性,以及4)与教育的相关性。
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引用次数: 26
Designing a Multi-user Interactive Simulation Using AR Glasses 使用AR眼镜设计多用户交互模拟
Seungjae Oh, Kyudong Park, Soonmo Kwon, H. So
In this research, we present the design and formative evaluation of an interactive simulation for informal learning environments. The wearable feature of Augmented Reality(AR) glasses enables full-body movement and embodied interactions in digitally augmented physical environments. The interactive simulation was developed to engage and immerse users to understand an abstract scientific concept about the refraction of light. To design playful and meaningful learning experiences, several design features related to social interaction, multi-user interaction, and embodied interaction were unpacked and integrated in the design process. Through the formative evaluation with participants in the laboratory setting, we found several possibilities and challenges about designing an interactive simulation in informal learning contexts using AR glasses.
在这项研究中,我们提出了非正式学习环境交互式模拟的设计和形成性评估。增强现实(AR)眼镜的可穿戴功能可以在数字增强的物理环境中实现全身运动和具体互动。交互式模拟的开发是为了让用户参与并沉浸在理解关于光折射的抽象科学概念中。为了设计有趣而有意义的学习体验,我们在设计过程中对社交互动、多用户交互和具身交互相关的几个设计特征进行了分解和整合。通过在实验室环境中与参与者进行形成性评估,我们发现了使用AR眼镜在非正式学习环境中设计交互式模拟的几种可能性和挑战。
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引用次数: 12
miMic: The Microphone as a Pencil 模仿者:把麦克风当作铅笔
D. Rocchesso, D. Mauro, S. Monache
miMic, a sonic analogue of paper and pencil is proposed: An augmented microphone for vocal and gestural sonic sketching. Vocalizations are classified and interpreted as instances of sound models, which the user can play with by vocal and gestural control. The physical device is based on a modified microphone, with embedded inertial sensors and buttons. Sound models can be selected by vocal imitations that are automatically classified, and each model is mapped to vocal and gestural features for real-time control. With miMic, the sound designer can explore a vast sonic space and quickly produce expressive sonic sketches, which may be turned into sound prototypes by further adjustment of model parameters.
miMic是一种纸和铅笔的声音模拟物:一种用于声音和手势声音素描的增强麦克风。发声被分类和解释为声音模型的实例,用户可以通过声音和手势控制来玩。物理设备是基于一个改进的麦克风,嵌入惯性传感器和按钮。通过自动分类的声音模仿来选择声音模型,并将每个模型映射到声音和手势特征上进行实时控制。通过miMic,声音设计师可以探索广阔的声音空间,并快速生成富有表现力的声音草图,通过进一步调整模型参数,这些草图可能会变成声音原型。
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引用次数: 12
MeMod: A Modular Hacking and Programming Toolkit For Everyday Objects 备忘录:一个模块化的黑客和编程工具包的日常对象
Austin S. Lee, Dhairya Dand
This proposal presents a modular system design for a set of programmable tools with various form factors inspired by the relations between human body parts and industrial elements. By providing functional forms to sensors and actuators, and tangible methods of programming behaviors to the objects, we propose a more customizable experience in the area of the Internet of Things. We explore the design space through studying motions in everyday elements and introduce applications of digitally enabled modules in form factors such as hinge, joints, zipper etc. Lastly, we investigate physical ways to program these modules that affords playful interactions in the tangible world. The workshop will first focus on using probes, brainstorming toolkits to generate the design ideas related to themes such as super-powers, environments as extension of the body and next generation of ubiquitous computing [5]. By using the resources and tool-kits provided by the workshop organizers, participants will generate proof-of-concept prototype as final deliverables. Participants are required to bring personal laptops.
受人体部位和工业要素之间关系的启发,提出了一套具有各种形状因素的可编程工具的模块化系统设计。通过为传感器和执行器提供功能形式,以及为对象提供有形的编程行为方法,我们提出了物联网领域更具可定制性的体验。我们通过研究日常元素的运动来探索设计空间,并在铰链、关节、拉链等形式因素中引入数字化模块的应用。最后,我们研究了编程这些模块的物理方法,以在有形世界中提供有趣的互动。研讨会将首先关注使用探针,集思广益的工具包来产生与主题相关的设计思想,如超能力,环境作为身体的延伸和下一代无处不在的计算[5]。通过使用研讨会组织者提供的资源和工具包,参与者将生成概念验证原型作为最终交付物。参加者须携带个人手提电脑。
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引用次数: 1
Crafting Tangible Interaction to Prompt Visitors' Engagement in House Museums 制作有形的互动,以促进参观者参与博物馆
C. Claisse
This research explores design opportunities where tangible interaction enables new ways to engage visitors with the stories and artefacts on display, not in a museum as such, but within a house museum -- a particular type of heritage site where I noticed little attention from the field of interaction design. The work sits between the fields of design (e.g. exhibition design), heritage, and technology (e.g. HCI) and it investigates how the approach to designing for house museums may be different than for conventional museums. This research unfolds through a designerly approach to explore the potential of tangible interaction by means of a series of design interventions where art and design practices (e.g. creation of interpretive object), technology (e.g. tangible technologies embedded within object) and historical content (e.g. evocative narrative) are connected together to prompt visitors' personal, tangible and multi-sensory engagement at a house museum. This research is at an early stage (begun in October 2015), thus this paper presents an initial analysis of literature to frame the research, the motivations and context behind the project, the methods to achieve the goals of the study and future work plans.
这项研究探索了设计的机会,在这种设计中,有形的互动使参观者能够以新的方式参与到展示的故事和人工制品中,而不是在博物馆中,而是在房屋博物馆中——我注意到交互设计领域很少关注的一种特殊类型的遗产遗址。这项工作介于设计(例如展览设计),遗产和技术(例如HCI)领域之间,并研究了房屋博物馆的设计方法与传统博物馆的不同之处。本研究以设计师的方式展开,通过一系列的设计干预来探索有形互动的潜力,其中艺术和设计实践(例如创建解释性物体),技术(例如嵌入物体的有形技术)和历史内容(例如唤起叙事)联系在一起,以促使参观者在房屋博物馆中进行个人,有形和多感官的参与。这项研究处于早期阶段(开始于2015年10月),因此本文提出了初步的文献分析,以框架研究,项目背后的动机和背景,实现研究目标的方法和未来的工作计划。
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引用次数: 4
期刊
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
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