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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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E-Gaze Glasses: Simulating Natural Gazes for Blind People 电子凝视眼镜:模拟盲人自然凝视
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.
在社交场合,有视力的人经常使用凝视和眼神交流。凝视被认为是对话者之间注意力和参与度的预测指标。然而,在面对面的交流中,盲人无法获得来自正常人的凝视信号。在本文中,我们提出了功能性的工作原型,E-Gaze眼镜,一种基于眼动追踪系统的辅助设备。E-Gaze模拟盲人的自然凝视,特别是在盲人和正常人之间建立“目光接触”,以提高他们面对面交谈的参与度。注视行为的设计基于回合制模型,该模型解释了结论性注视行为与对话者会话流程之间的对应关系。
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引用次数: 15
Stereo Haptics: Designing Haptic Interactions using Audio Tools 立体触觉:使用音频工具设计触觉交互
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.
我们的动手工作室将探索如何创造有意义的触觉互动,参与身体的不同区域。参与者将获得对明显触觉错觉的理解,即对身体两个区域之间虚幻运动的感知,并将这些知识应用于产生自己的触觉体验。我们将向参与者介绍立体声触觉,一个工具包,用于通过音频平台与现成的硬件和开源软件快速产生触觉。工作室首先介绍了触觉,触觉技术和它可以帮助创造的幻觉。接下来,参与者将开始尝试立体触觉和使用工具包来创建动态触觉交互。在最后一部分,参与者将分组工作,为现实生活场景设计触觉解决方案。在工作坊结束时,参加者将会对触觉幻觉有一个很好的理解,如何创造它们,以及如何使用简单的立体声技术来丰富有形和具体化的互动。
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引用次数: 8
Dividual Plays Experimental Lab: An installation derived from Dividual Plays 个人游戏实验实验室:源自个人游戏的装置
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。
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引用次数: 7
Click: Using Smart Devices For Physical Collaborative Coding Education 点击:使用智能设备进行物理协作编码教育
D. Lo, Austin S. Lee
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.
本文介绍了一种利用智能设备作为组件的物理编码平台Click。Click通过将单个智能设备转换为代码块来鼓励小组学习编码。然后可以将这些代码块连接到表单程序。通过向代码链贡献更多的个人设备,用户能够增加程序的复杂性。由于Click中的代码块具有物理和虚拟组件,因此我们设计了虚拟交互,以鼓励对设备的物理操作。最后,我们展示了可以在该系统上构建的示例程序。代码链能够使用内置和安装的智能设备硬件和软件作为输入/输出,因此,由此产生的程序的功能随着智能设备技术的进步而增长。
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引用次数: 2
Sensole: An Insole-Based Tickle Tactile Interface 传感器:基于鞋垫的挠痒触觉界面
E. Geißler, Andreas Mühlenberend, K. Harnack
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.
这是Sensole,一个使用足部尤其是足底作为输入通道的触觉界面。它根据脚是人脑中高度代表的区域这一事实来处理感觉替代。使用螺线管提供了一个令人兴奋的,但也比振动触觉组件更愉快的体验。该设计的应用场景可以是一种感觉的再创造,例如放射性或磁性的感觉,以及复杂的无眼导航场景。因为它是一个多致动器,它打开了组合学的广阔领域,因此更高的准确性和多功能性的信息表示,这是有用的,因为它允许成为各种智能手机应用程序的接口。Sensole是一个不错的接口,可以集成在每一个普通的鞋子。
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引用次数: 0
Designing Sculpting Light Systems for Information Decoration 信息装饰的雕刻灯系统设计
Jiang Wu, H. V. Essen, Berry Eggen
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.
材料、信息和通信技术的创新使高效光源和形状变化技术在我们的环境和未来的日常物品中的应用成为可能。基于这一趋势,我们提出了雕刻光系统(SLS),它将形状变化与光结合起来,提供光和形状的多模态显示,并支持对光的有形操纵。为了初步了解如何通过信息装饰和有形交互的方式设计一个可操作的、能够无缝融入用户语境的SLS,我们讨论了一个框架和两个设计问题来探索SLS的设计空间。此外,还开发了两个设计案例来展示我们的框架,并进一步研究设计SLS的潜力和挑战。
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引用次数: 5
Second Workshop on Full-Body and Multisensory Experience 第二场全身及多感官体验工作坊
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.
本次研讨会旨在讨论身体为体验外部世界提供的丰富可能性,以及当考虑到这些经常被忽视的能力时,交互设计师的前景。特别地,研讨会将集中于重新发现五种感官,无论是单独的还是多模式的组合,以及我们身体的感知运动能力。为期一天的研讨会分为两个步骤:首先,参与者将有机会简要介绍并与其他与会者讨论他们的研究。要求参加研讨会的候选人提交一份立场文件,包括一份简短的个人简介,详细说明他们的研究兴趣和背景。其次,参与者将有机会探索和重新发现他们的感觉运动能力,通过几个练习和游戏能力使用一个关键的设计方法。跨学科小组将面临挑战,使用我们的自然“工具”作为原型工具来设计和开发新的交互体验概念。
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引用次数: 5
MARCut: Marker-based Laser Cutting for Personal Fabrication on Existing Objects MARCut:基于标记的激光切割,用于现有物体的个人制造
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.
典型的个人制造使用激光切割机允许从原材料和雕刻现有的对象创建对象。目前的方法精确对准一个物体与激光是一个困难的过程,由于间接操作。在本文中,我们提出了一个基于标记的系统,作为对现有物体进行直接交互激光切割的新范例。我们的系统,MARCut,执行激光切割基于有形的标记,直接应用到对象上,以表达设计。有两种类型的标记可用;手工构造的形状标记表示所需的几何形状,命令标记表示操作参数,如切割,雕刻或材料。
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引用次数: 10
It Could Just as Well Have Been in Greek: Experiences from Introducing Code as a Design Material to Exhibition Design Students 它也可以是希腊语:从将代码作为设计材料引入展览设计专业的经验
J. Schaeffer, Rikard Lindell
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.
本文论述了在博物馆展览设计课程中引入程序设计的经验和教训。来自瑞典的37名没有编程经验的信息设计专业学生参加了2014年和2015年的课程。学生们的任务是在五周内在一个县博物馆创建互动展览站。我们在课程中引入了Arduino和Processing programming,以扩大信息设计学生的曲目,并找到开发展示媒介互动方面的方法。我们的目标是识别和讨论在设计教育中引入代码作为设计材料时所面临的挑战和优势。未来展览设计师的教育是与TEI相关的重要问题。
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引用次数: 0
What We Have Lost / What We Have Gained: Tangible Interactions Between Physical and Digital Bodies 我们失去了什么/我们得到了什么:物理身体和数字身体之间的有形互动
M. Mosher, David Tinapple
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.
本文探讨了在音乐表演、互动雕塑和体验系统中使用后投影织物面板的有形界面。我们以“我们失去了什么/我们得到了什么”为例来探讨这个想法。本文展示了如何将HCI应用于艺术学科,并将其纳入艺术学科中,通过将观众转变为表演者、参与者、参与者和共同创作者来增加与艺术作品的互动。它进一步认为,通过包含具象化的互动,艺术品扩展了它们向用户传达意义的能力。
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引用次数: 1
期刊
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
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