S. Qiu, S. A. Anas, Hirotaka Osawa, G.W.M. Rauterberg, Jun Hu
Gaze and eye contact are frequently in social occasions used among sighted people. Gaze is considered as a predictor of attention and engagement between interlocutors in conversations. However, gaze signals from the sighted are not accessible for the blind person in face-to-face communication. In this paper, we present functional work-in-progress prototype, E-Gaze glasses, an assistive device based on an eye tracking system. E-Gaze simulates natural gaze for blind people, especially establishing the "eye contact" between blind and sighted people to enhance their engagement in face-to-face conversations. The gaze behavior is designed based on a turn-taking model, which interprets the corresponding relationship between the conclusive gaze behavior and the interlocutors' conversation flow.
{"title":"E-Gaze Glasses: Simulating Natural Gazes for Blind People","authors":"S. Qiu, S. A. Anas, Hirotaka Osawa, G.W.M. Rauterberg, Jun Hu","doi":"10.1145/2839462.2856518","DOIUrl":"https://doi.org/10.1145/2839462.2856518","url":null,"abstract":"Gaze and eye contact are frequently in social occasions used among sighted people. Gaze is considered as a predictor of attention and engagement between interlocutors in conversations. However, gaze signals from the sighted are not accessible for the blind person in face-to-face communication. In this paper, we present functional work-in-progress prototype, E-Gaze glasses, an assistive device based on an eye tracking system. E-Gaze simulates natural gaze for blind people, especially establishing the \"eye contact\" between blind and sighted people to enhance their engagement in face-to-face conversations. The gaze behavior is designed based on a turn-taking model, which interprets the corresponding relationship between the conclusive gaze behavior and the interlocutors' conversation flow.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"9 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":"115326919","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}
Siyan Zhao, Zachary Schwemler, Adam Fritz, A. Israr
Our hands-on studio will explore how to create meaningful haptic interactions that engage different areas of the body. Participants will gain an understanding of apparent tactile illusions, a perception of illusory motion between two areas on the body, and apply this knowledge towards generating their own haptic experiences. We will introduce participants to Stereo Haptics, a toolkit used to quickly generate haptic sensations through audio platforms with off the shelf hardware and open source software. The studio begins with an introduction to haptics, haptic technology and the illusions it can help create. Next, participants will begin experimenting with Stereo Haptics and using the toolkit to create dynamic haptic interactions. In the final section, participants will work in groups to design haptic solutions for real-life scenarios. By the end of the studio, participants will have a good understanding of tactile illusions, how to create them, and how they can be applied to enrich tangible and embodied interaction using simple stereo-sound technologies.
{"title":"Stereo Haptics: Designing Haptic Interactions using Audio Tools","authors":"Siyan Zhao, Zachary Schwemler, Adam Fritz, A. Israr","doi":"10.1145/2839462.2854120","DOIUrl":"https://doi.org/10.1145/2839462.2854120","url":null,"abstract":"Our hands-on studio will explore how to create meaningful haptic interactions that engage different areas of the body. Participants will gain an understanding of apparent tactile illusions, a perception of illusory motion between two areas on the body, and apply this knowledge towards generating their own haptic experiences. We will introduce participants to Stereo Haptics, a toolkit used to quickly generate haptic sensations through audio platforms with off the shelf hardware and open source software. The studio begins with an introduction to haptics, haptic technology and the illusions it can help create. Next, participants will begin experimenting with Stereo Haptics and using the toolkit to create dynamic haptic interactions. In the final section, participants will work in groups to design haptic solutions for real-life scenarios. By the end of the studio, participants will have a good understanding of tactile illusions, how to create them, and how they can be applied to enrich tangible and embodied interaction using simple stereo-sound technologies.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"86 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":"114732163","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}
K. Konno, Richi Owaki, Yoshito Onishi, Ryo Kanda, Sheep, Akiko Takeshita, T. Nishi, Naoko Shiomi, Kyle McDonald, Satoru Higa, M. Shimizu, Yosuke Sakai, Y. Kakehi, Kazuhiro Jo, Yoko Ando, Kazunao Abe, Takayuki Ito
"Dividual Plays Experimental Lab" is an extract from the dance piece "Dividual Plays". Dividual Plays was produced as the first research outcome of "Reactor for Awareness in Motion [RAM]", a research project we have been involved since 2010 (http://ram.ycam.jp/en/). Dividual Plays Experimental Lab consists of essential elements of Dividual Plays, virtual environments for dance "scenes", a programming toolkit "RAM Dance Toolkit", and a motion capture system "MOTIONER". With these systems, the lab allows the visitors to explore and create their own body movements correspond with the experience of the dancers in Dividual Plays.
“个人戏剧实验实验室”摘自舞蹈作品《个人戏剧》。《individual Plays》是我们从2010年开始参与的研究项目“Reactor for Awareness in Motion [RAM]”的第一个研究成果(http://ram.ycam.jp/en/)。个人戏剧实验实验室由个人戏剧的基本元素、舞蹈“场景”的虚拟环境、编程工具包“RAM舞蹈工具包”和动作捕捉系统“MOTIONER”组成。有了这些系统,实验室允许游客探索和创造自己的身体动作,与个人戏剧中的舞者的经验相对应。
{"title":"Dividual Plays Experimental Lab: An installation derived from Dividual Plays","authors":"K. Konno, Richi Owaki, Yoshito Onishi, Ryo Kanda, Sheep, Akiko Takeshita, T. Nishi, Naoko Shiomi, Kyle McDonald, Satoru Higa, M. Shimizu, Yosuke Sakai, Y. Kakehi, Kazuhiro Jo, Yoko Ando, Kazunao Abe, Takayuki Ito","doi":"10.1145/2839462.2856346","DOIUrl":"https://doi.org/10.1145/2839462.2856346","url":null,"abstract":"\"Dividual Plays Experimental Lab\" is an extract from the dance piece \"Dividual Plays\". Dividual Plays was produced as the first research outcome of \"Reactor for Awareness in Motion [RAM]\", a research project we have been involved since 2010 (http://ram.ycam.jp/en/). Dividual Plays Experimental Lab consists of essential elements of Dividual Plays, virtual environments for dance \"scenes\", a programming toolkit \"RAM Dance Toolkit\", and a motion capture system \"MOTIONER\". With these systems, the lab allows the visitors to explore and create their own body movements correspond with the experience of the dancers in Dividual Plays.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"35 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":"115387387","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}
In this paper we introduce Click, a physical coding platform that utilizes smart devices as component pieces. Click encourages group learning of coding by turning individual smart devices into code blocks. These code blocks can then be connected to form programs. By contributing more personal devices to the code chain, users are able to increase program complexity. Because code blocks in Click have a physical and virtual component, we designed virtual interactions that encourage physical manipulation of devices. Finally we show example programs that can be built on the system. Code chains are able to use inbuilt and installed smart device hardware and software as inputs/outputs, because of this, the power of resulting programs grow in line with advances in smart device technology.
{"title":"Click: Using Smart Devices For Physical Collaborative Coding Education","authors":"D. Lo, Austin S. Lee","doi":"10.1145/2839462.2856522","DOIUrl":"https://doi.org/10.1145/2839462.2856522","url":null,"abstract":"In this paper we introduce Click, a physical coding platform that utilizes smart devices as component pieces. Click encourages group learning of coding by turning individual smart devices into code blocks. These code blocks can then be connected to form programs. By contributing more personal devices to the code chain, users are able to increase program complexity. Because code blocks in Click have a physical and virtual component, we designed virtual interactions that encourage physical manipulation of devices. Finally we show example programs that can be built on the system. Code chains are able to use inbuilt and installed smart device hardware and software as inputs/outputs, because of this, the power of resulting programs grow in line with advances in smart device technology.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"272 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":"122769601","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 is Sensole, a tactile interface using the foot especially the plantar as an input channel. It deals with sensory substitution according to the fact, that the feet are highly represented areas in the human brain. The use of solenoids offers an exciting but also more pleasant experience than vibrotactile components. Application scenarios of the design could be the recreation of a sense, for example a sense for radioactivity or magnetism as well as complex eyes-free navigation scenarios. Because it is a multi-actuator, it opens the broad field of combinatorics and thus greater accuracy and versatility for the presentation of information which is useful in so far as it allows to be an interface for various smartphone applications. Sensole is a decent interface and can be integrated in every regular shoe.
{"title":"Sensole: An Insole-Based Tickle Tactile Interface","authors":"E. Geißler, Andreas Mühlenberend, K. Harnack","doi":"10.1145/2839462.2872963","DOIUrl":"https://doi.org/10.1145/2839462.2872963","url":null,"abstract":"This is Sensole, a tactile interface using the foot especially the plantar as an input channel. It deals with sensory substitution according to the fact, that the feet are highly represented areas in the human brain. The use of solenoids offers an exciting but also more pleasant experience than vibrotactile components. Application scenarios of the design could be the recreation of a sense, for example a sense for radioactivity or magnetism as well as complex eyes-free navigation scenarios. Because it is a multi-actuator, it opens the broad field of combinatorics and thus greater accuracy and versatility for the presentation of information which is useful in so far as it allows to be an interface for various smartphone applications. Sensole is a decent interface and can be integrated in every regular shoe.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"29 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":"122859316","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}
Innovations in material, information and communication technology enable the application of efficient light sources and shape-changing techniques in our environment and everyday objects of the future. Based on this trend, we propose Sculpting Light Systems (SLS), which combine shape change with light to provide multi-modal displays of light and shape, and which support the tangible manipulation of light. In order to get a primary understanding of how to design a manipulable SLS that could seamlessly merge into the user's context by means of information decoration and tangible interaction, we discuss a framework and two design issues to explore the design space of SLS. In addition, two design cases are developed to demonstrate our framework and to further investigate the potential and challenges of designing SLS with respect to the design issues.
{"title":"Designing Sculpting Light Systems for Information Decoration","authors":"Jiang Wu, H. V. Essen, Berry Eggen","doi":"10.1145/2839462.2856547","DOIUrl":"https://doi.org/10.1145/2839462.2856547","url":null,"abstract":"Innovations in material, information and communication technology enable the application of efficient light sources and shape-changing techniques in our environment and everyday objects of the future. Based on this trend, we propose Sculpting Light Systems (SLS), which combine shape change with light to provide multi-modal displays of light and shape, and which support the tangible manipulation of light. In order to get a primary understanding of how to design a manipulable SLS that could seamlessly merge into the user's context by means of information decoration and tangible interaction, we discuss a framework and two design issues to explore the design space of SLS. In addition, two design cases are developed to demonstrate our framework and to further investigate the potential and challenges of designing SLS with respect to the design issues.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"37 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":"125586140","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}
Assunta Matassa, Leonardo Angelini, M. Caon, Marianna Obrist, E. Mugellini
This workshop aims at discussing the rich possibilities that the body offers to experience the external world and the prospects that arise for interaction designers when these often-neglected abilities are taken into account. In particular, the workshop will focus on the rediscovery of the five senses, either alone or in a multimodal combination, and of the perceptual-motor abilities of our body. The one-day workshop is divided in two steps: first, participants will have the possibility to briefly present and discuss with the other attendees their research. Workshop candidates are requested to send a position paper, including a short biography and detailing their research interests and background. Second, participants will have the possibilities to explore and rediscover their sensorimotor abilities through several exercises and games abilities using a critical design approach. Interdisciplinary groups will be challenged to design and develop new interaction experience concepts using our natural 'tools' as prototyping tools.
{"title":"Second Workshop on Full-Body and Multisensory Experience","authors":"Assunta Matassa, Leonardo Angelini, M. Caon, Marianna Obrist, E. Mugellini","doi":"10.1145/2839462.2854116","DOIUrl":"https://doi.org/10.1145/2839462.2854116","url":null,"abstract":"This workshop aims at discussing the rich possibilities that the body offers to experience the external world and the prospects that arise for interaction designers when these often-neglected abilities are taken into account. In particular, the workshop will focus on the rediscovery of the five senses, either alone or in a multimodal combination, and of the perceptual-motor abilities of our body. The one-day workshop is divided in two steps: first, participants will have the possibility to briefly present and discuss with the other attendees their research. Workshop candidates are requested to send a position paper, including a short biography and detailing their research interests and background. Second, participants will have the possibilities to explore and rediscover their sensorimotor abilities through several exercises and games abilities using a critical design approach. Interdisciplinary groups will be challenged to design and develop new interaction experience concepts using our natural 'tools' as prototyping tools.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"91 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":"126256852","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}
Takashi Kikuchi, Yuichi Hiroi, Ross T. Smith, B. Thomas, M. Sugimoto
Typical personal fabrication using a laser cutter allows objects to be created from raw material and the engraving of existing objects. Current methods to precisely align an object with the laser is a difficult process due to indirect manipulations. In this paper, we propose a marker-based system as a novel paradigm for direct interactive laser cutting on existing objects. Our system, MARCut, performs the laser cutting based on tangible markers that are applied directly onto the object to express the design. Two types of markers are available; hand constructed Shape Markers that represent the desired geometry, and Command Markers that indicate the operational parameters such as cut, engrave or material.
{"title":"MARCut: Marker-based Laser Cutting for Personal Fabrication on Existing Objects","authors":"Takashi Kikuchi, Yuichi Hiroi, Ross T. Smith, B. Thomas, M. Sugimoto","doi":"10.1145/2839462.2856549","DOIUrl":"https://doi.org/10.1145/2839462.2856549","url":null,"abstract":"Typical personal fabrication using a laser cutter allows objects to be created from raw material and the engraving of existing objects. Current methods to precisely align an object with the laser is a difficult process due to indirect manipulations. In this paper, we propose a marker-based system as a novel paradigm for direct interactive laser cutting on existing objects. Our system, MARCut, performs the laser cutting based on tangible markers that are applied directly onto the object to express the design. Two types of markers are available; hand constructed Shape Markers that represent the desired geometry, and Command Markers that indicate the operational parameters such as cut, engrave or material.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"57 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":"126272152","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 discusses the experience and learning from introducing programming in a museum exhibition design course. Thirty-seven information design students from Sweden, with no previous experience in programming, participated in the course in 2014 and 2015. The students' tasks were to create interactive exhibition stations at a county museum in five weeks. We introduced Arduino and Processing programming in the course to enlarge the information design students' repertoire and to find ways to develop the interactive aspects of the exhibition medium. We aim to identify and discuss challenges and strengths when introducing code as design material in design education. The education of future exhibition designers is an important matter relevant the TEI community.
{"title":"It Could Just as Well Have Been in Greek: Experiences from Introducing Code as a Design Material to Exhibition Design Students","authors":"J. Schaeffer, Rikard Lindell","doi":"10.1145/2839462.2839475","DOIUrl":"https://doi.org/10.1145/2839462.2839475","url":null,"abstract":"This paper discusses the experience and learning from introducing programming in a museum exhibition design course. Thirty-seven information design students from Sweden, with no previous experience in programming, participated in the course in 2014 and 2015. The students' tasks were to create interactive exhibition stations at a county museum in five weeks. We introduced Arduino and Processing programming in the course to enlarge the information design students' repertoire and to find ways to develop the interactive aspects of the exhibition medium. We aim to identify and discuss challenges and strengths when introducing code as design material in design education. The education of future exhibition designers is an important matter relevant the TEI community.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"C-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":"126482939","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 explores the use of rear projected fabric panel tangible interfaces for use in music performance, interactive sculpture, and experiential systems. This idea is explored using the piece What We Have Lost / What We Have gained as an example. This paper demonstrates how HCI can be applied to and included within art disciplines to increase engagement with the artworks by transforming viewers into performers, participants, players, and co-creators. It further argues that by including embodied interactions artworks expand their ability to convey meaning to users.
{"title":"What We Have Lost / What We Have Gained: Tangible Interactions Between Physical and Digital Bodies","authors":"M. Mosher, David Tinapple","doi":"10.1145/2839462.2856340","DOIUrl":"https://doi.org/10.1145/2839462.2856340","url":null,"abstract":"This paper explores the use of rear projected fabric panel tangible interfaces for use in music performance, interactive sculpture, and experiential systems. This idea is explored using the piece What We Have Lost / What We Have gained as an example. This paper demonstrates how HCI can be applied to and included within art disciplines to increase engagement with the artworks by transforming viewers into performers, participants, players, and co-creators. It further argues that by including embodied interactions artworks expand their ability to convey meaning to users.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"13 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":"129846497","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}