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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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Tangible Viewports: Getting Out of Flatland in Desktop Environments 有形视口:在桌面环境中摆脱平面
Renaud Gervais, J. Roo, M. Hachet
Spatial augmented reality and tangible interaction enrich the standard computer I/O space. Systems based on such modalities offer new user experiences and open up interesting perspectives in various fields. On the other hand, such systems tend to live outside the standard desktop paradigm and, as a consequence, they do not benefit from the richness and versatility of desktop environments. In this work, we propose to join together physical visualization and tangible interaction within a standard desktop environment. We introduce the concept of Tangible Viewport, an on-screen window that creates a dynamic link between augmented objects and computer screens, allowing a screen-based cursor to move onto the object in a seamless manner. We describe an implementation of this concept and explore the interaction space around it. A preliminary evaluation shows the metaphor is transparent to the users while providing the benefits of tangibility.
空间增强现实和有形交互丰富了标准计算机I/O空间。基于这种模式的系统提供了新的用户体验,并在各个领域开辟了有趣的视角。另一方面,这样的系统往往存在于标准桌面范例之外,因此,它们不能从桌面环境的丰富性和多功能性中获益。在这项工作中,我们建议在标准桌面环境中将物理可视化和有形交互结合在一起。我们介绍了有形视口的概念,这是一个屏幕上的窗口,它在增强对象和计算机屏幕之间创建了一个动态链接,允许基于屏幕的光标以无缝的方式移动到对象上。我们描述了这个概念的实现,并探索了围绕它的交互空间。初步评价表明,该隐喻对用户是透明的,同时提供了有形的好处。
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引用次数: 21
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
Sparse Tangibles: Collaborative Exploration of Gene Networks using Active Tangibles and Interactive Tabletops 稀疏有形物:使用活动有形物和交互式桌面的基因网络的协作探索
A. Arif, R. Manshaei, Sean DeLong, Brien East, M. Kyan, Ali Mazalek
We present Sparse Tangibles, a tabletop and active tangible-based framework to support cross-platform, collaborative gene network exploration using a Web interface. It uses smartwatches as active tangibles to allow query construction on- and off-the-table. We expand their interaction vocabulary using inertial sensors and a custom case. We also introduce a new metric for measuring the "confidence level" of protein and genetic interactions. Three expert biologists evaluated the system and found it fun, useful, easy to use, and ideal for collaborative explorations.
我们提出了稀疏有形,一个桌面和主动有形的框架,以支持跨平台,协作基因网络探索使用Web界面。它使用智能手表作为活动实体,允许在桌面上和桌面上进行查询构建。我们使用惯性传感器和定制案例扩展了它们的交互词汇表。我们还引入了一种新的度量来测量蛋白质和基因相互作用的“置信水平”。三位专家生物学家对该系统进行了评估,发现它有趣、有用、易于使用,是协作探索的理想选择。
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引用次数: 20
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
DataSpoon: Overcoming Design Challenges in Tangible and Embedded Assistive Technologies DataSpoon:克服有形和嵌入式辅助技术中的设计挑战
Oren Zuckerman, Tamar Gal, T. Keren-Capelovitch, T. Krasovsky, Ayelet Gal-Oz, P. Weiss
The design of tangible and embedded assistive technologies poses unique challenges. We describe the challenges we encountered during the design of "DataSpoon", explain how we overcame them, and suggest design guidelines. DataSpoon is an instrumented spoon that monitors movement kinematics during self-feeding. Children with motor disorders often encounter difficulty mastering self-feeding. In order to treat them effectively, professional caregivers need to assess their movement kinematics. Currently, assessment is performed through observations and questionnaires. DataSpoon adds sensor-based data to this process. A validation study showed that data obtained from DataSpoon and from a 6-camera 3D motion capture system were similar. Our experience yielded three design guidelines: needs of both caregivers and children should be considered; distractions to direct caregiver-child interaction should be minimized; familiar-looking devices may alleviate concerns associated with unfamiliar technology.
有形和嵌入式辅助技术的设计提出了独特的挑战。我们描述了我们在“DataSpoon”设计过程中遇到的挑战,解释了我们如何克服它们,并提出了设计指南。DataSpoon是一个仪器勺子,监测运动运动学在自我喂食。患有运动障碍的儿童经常在掌握自我喂养方面遇到困难。为了有效地治疗他们,专业护理人员需要评估他们的运动运动学。目前,评估是通过观察和问卷调查进行的。DataSpoon在此过程中添加了基于传感器的数据。一项验证研究表明,从DataSpoon获得的数据与从6个摄像头的3D运动捕捉系统获得的数据相似。我们的经验产生了三个设计准则:应考虑照顾者和儿童的需求;应尽量减少干扰照料者与儿童直接互动的因素;外观熟悉的设备可能会减轻对不熟悉技术的担忧。
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引用次数: 12
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
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
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
Maketec: A Makerspace as a Third Place for Children Maketec:儿童的第三空间创客空间
David Bar-El, Oren Zuckerman
Makerspaces of various models are forming all around the world. We present a model and case study of the Maketec, a public drop-in makerspace for children, run by teens. The Maketec model is designed to promote making and socializing opportunities for girls and boys of ages 9-14. It is based on three underlying principles: (1) "Low Floor/Wide Walls": construction kits and digital fabrication technologies that allow kids to invent and create with no prior knowledge or expertise; (2) "Unstructured Learning": no formal instructors, teens serve as mentors for kids, and promote a culture of self-driven learning through projects; and (3) "A Makerspace as a Third Place": the Maketec is free and managed by kids for kids in an effort to form a unique community of young makers. We report on interviews with four recurring visitors, and discuss our insights around the three principles and the proposed model.
各种模式的创客空间正在全球范围内形成。我们介绍了Maketec的模型和案例研究,这是一个由青少年经营的儿童公共临时创客空间。Maketec模型旨在为9-14岁的女孩和男孩提供制作和社交的机会。它基于三个基本原则:(1)“低地板/宽墙”:建筑套件和数字制造技术,让孩子们在没有先验知识或专业知识的情况下进行发明和创造;(2)“非结构化学习”:没有正式的教师,青少年充当孩子的导师,通过项目促进自主学习的文化;和(3)“第三空间的创客空间”:Maketec由儿童免费管理,面向儿童,致力于形成独特的青年创客社区。我们报告了对四位常客的采访,并讨论了我们对这三个原则和拟议模型的见解。
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引用次数: 22
InfoPhys: Direct Manipulation of Information Visualisation through a Force-Feedback Pointing Device infophs:通过力反馈指向设备直接操作信息可视化
Christian Frisson, Bruno Dumas
Information visualisation is the transformation of abstract data into visual, interactive representations. In this paper we present InfoPhys, a device that enables the direct, tangible manipulation of visualisations. InfoPhys makes use of a force-feedback pointing device to simulate haptic feedback while the user explores visualisations projected on top of the device. We present a use case illustrating the trends in ten years of TEI proceedings and how InfoPhys allows users to feel and manipulate these trends. The technical and software aspects of our prototype are presented, and promising improvements and future work opened by InfoPhys are then discussed.
信息可视化是将抽象数据转换为可视化的交互式表示。在本文中,我们介绍了infophs,这是一种能够直接、切实地操作可视化的设备。infophs利用力反馈指向设备来模拟触觉反馈,同时用户探索投影在设备顶部的可视化效果。我们提供了一个用例,说明了十年来TEI进程的趋势,以及InfoPhys如何让用户感受和操纵这些趋势。介绍了我们的原型的技术和软件方面,然后讨论了infophs有希望的改进和未来的工作。
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引用次数: 0
期刊
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
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