首页 > 最新文献

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

英文 中文
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。
{"title":"InfoPhys: Direct Manipulation of Information Visualisation through a Force-Feedback Pointing Device","authors":"Christian Frisson, Bruno Dumas","doi":"10.1145/2839462.2856545","DOIUrl":"https://doi.org/10.1145/2839462.2856545","url":null,"abstract":"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.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"7 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":"130039945","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}
引用次数: 0
Embodying Soft Wearables Research 体现软可穿戴设备的研究
O. Tomico, D. Wilde
The value of engaging sensory motor skills in the design and use of smart systems is increasingly recognized. Yet robust and reliable methods for development, reporting and transfer are not fully understood. This workshop investigates the role of embodied design research techniques in the context of soft wearables. Throughout, we will experiment with how embodied design research techniques might be shared, developed, and used as direct and unmediated vehicles for their own reporting. Rather than engage in oral presentations, participants will lead each other through a proven embodied method or approach. Then small groups will create mash-ups of techniques, exploring ways that the new approaches might be coherently reported. By applying such methods to the problem of their reporting, we hope to deepen understanding of how to move towards nuanced and repeatable methods for embodied design and knowledge transfer in the context of soft wearables.
在智能系统的设计和使用中,参与感觉运动技能的价值日益得到认可。然而,开发、报告和转移的有力和可靠的方法还没有得到充分的了解。本次研讨会探讨了体现设计研究技术在软可穿戴设备背景下的作用。在整个过程中,我们将实验体现设计研究技术如何被共享、发展,并作为他们自己报告的直接和无中介的工具。参与者将通过经过验证的具体方法或方法来引导彼此,而不是进行口头陈述。然后,小组将创建各种技术的混搭,探索可能连贯报道新方法的方法。通过将这些方法应用于他们的报告问题,我们希望加深对如何在软可穿戴设备的背景下走向体现设计和知识转移的微妙和可重复方法的理解。
{"title":"Embodying Soft Wearables Research","authors":"O. Tomico, D. Wilde","doi":"10.1145/2839462.2854115","DOIUrl":"https://doi.org/10.1145/2839462.2854115","url":null,"abstract":"The value of engaging sensory motor skills in the design and use of smart systems is increasingly recognized. Yet robust and reliable methods for development, reporting and transfer are not fully understood. This workshop investigates the role of embodied design research techniques in the context of soft wearables. Throughout, we will experiment with how embodied design research techniques might be shared, developed, and used as direct and unmediated vehicles for their own reporting. Rather than engage in oral presentations, participants will lead each other through a proven embodied method or approach. Then small groups will create mash-ups of techniques, exploring ways that the new approaches might be coherently reported. By applying such methods to the problem of their reporting, we hope to deepen understanding of how to move towards nuanced and repeatable methods for embodied design and knowledge transfer in the context of soft wearables.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"8 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":"126592515","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}
引用次数: 8
Exploring SCI as Means of Interaction through the Design Case of Vacuum Cleaning 通过真空吸尘器设计案例探索SCI作为交互手段
Lasse Legaard, J. Thomsen, Christian Hannesbo Lorentzen, Jonas Peter Techen
This paper explores the opportunities for incorporating shape changing properties into everyday home appliances. Throughout a design research approach the vacuum cleaner is used as a design case with the overall aim of enhancing the user experience by transforming the appliance into a sensing object. Three fully functional prototypes were developed in order to illustrate how shape change can fit into the context of our homes. The shape changing functionalities are: 1) a digital power button that supports dynamic affordances, 2) an analog handle that mediates the amount of dust particles through haptic feedback and 3) a body that behaves in a lifelike manner dependent on the user treatment. We report the development and implementation of the functional prototypes as well as technical limitations and initial user reactions on the prototypes.
本文探讨了将形状变化特性纳入日常家用电器的机会。在整个设计研究方法中,真空吸尘器被用作设计案例,其总体目标是通过将设备转换为传感对象来增强用户体验。为了说明形状变化如何适应我们的家庭环境,开发了三个功能齐全的原型。形状变化功能包括:1)支持动态功能的数字电源按钮,2)通过触觉反馈调节灰尘颗粒数量的模拟手柄,以及3)根据用户的处理方式以逼真的方式表现的身体。我们报告了功能原型的开发和实现,以及技术限制和原型的初始用户反应。
{"title":"Exploring SCI as Means of Interaction through the Design Case of Vacuum Cleaning","authors":"Lasse Legaard, J. Thomsen, Christian Hannesbo Lorentzen, Jonas Peter Techen","doi":"10.1145/2839462.2856540","DOIUrl":"https://doi.org/10.1145/2839462.2856540","url":null,"abstract":"This paper explores the opportunities for incorporating shape changing properties into everyday home appliances. Throughout a design research approach the vacuum cleaner is used as a design case with the overall aim of enhancing the user experience by transforming the appliance into a sensing object. Three fully functional prototypes were developed in order to illustrate how shape change can fit into the context of our homes. The shape changing functionalities are: 1) a digital power button that supports dynamic affordances, 2) an analog handle that mediates the amount of dust particles through haptic feedback and 3) a body that behaves in a lifelike manner dependent on the user treatment. We report the development and implementation of the functional prototypes as well as technical limitations and initial user reactions on the prototypes.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"15 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":"127782192","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}
引用次数: 0
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。
{"title":"Sparse Tangibles: Collaborative Exploration of Gene Networks using Active Tangibles and Interactive Tabletops","authors":"A. Arif, R. Manshaei, Sean DeLong, Brien East, M. Kyan, Ali Mazalek","doi":"10.1145/2839462.2839500","DOIUrl":"https://doi.org/10.1145/2839462.2839500","url":null,"abstract":"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.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"27 1 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":"132834293","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}
引用次数: 20
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。
{"title":"Tangible Viewports: Getting Out of Flatland in Desktop Environments","authors":"Renaud Gervais, J. Roo, M. Hachet","doi":"10.1145/2839462.2839468","DOIUrl":"https://doi.org/10.1145/2839462.2839468","url":null,"abstract":"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.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"22 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":"122193588","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}
引用次数: 21
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。
{"title":"DataSpoon: Overcoming Design Challenges in Tangible and Embedded Assistive Technologies","authors":"Oren Zuckerman, Tamar Gal, T. Keren-Capelovitch, T. Krasovsky, Ayelet Gal-Oz, P. Weiss","doi":"10.1145/2839462.2839505","DOIUrl":"https://doi.org/10.1145/2839462.2839505","url":null,"abstract":"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.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"142 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":"116546101","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}
引用次数: 12
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。
{"title":"Maketec: A Makerspace as a Third Place for Children","authors":"David Bar-El, Oren Zuckerman","doi":"10.1145/2839462.2856556","DOIUrl":"https://doi.org/10.1145/2839462.2856556","url":null,"abstract":"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.","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":"131069207","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}
引用次数: 22
Functionality in Wearable Tech: Device, as Jewelry, as Body Mediator 可穿戴技术的功能:设备,作为珠宝,作为身体中介
A. Ju
Jewelry has long been used to modify one's body and mediate experiences and interactions. Fulfilling a variety of roles, ranging from ritual objects to sentimental tokens to pure adornment, jewelry provides an externalization on the body of inner expression, non-verbally communicating information about the wearer to those she or he encounters. "Functionality in Wearable Tech," a set of three jewelry pieces, seeks to satirize and call attention to wearable technology's transition into the space that jewelry has occupied for thousands of years. Through the use of cheap robotic children's toys, converted into "functional" jewelry, the series of work considers desired and real emotional attachments to technological and jewelry objects, and those objects in between. The documented performance captures an exploration of jewelry with technological media and the ostentatious statement wearing Wearables today makes.
长期以来,珠宝一直被用来修饰一个人的身体,调解经历和互动。珠宝扮演着各种各样的角色,从仪式的对象到情感的象征,再到纯粹的装饰品,珠宝提供了一种外在的身体内在表达,将佩戴者的信息以非语言的方式传达给她或他遇到的人。“可穿戴技术中的功能”是一套三件珠宝作品,旨在讽刺和唤起人们对可穿戴技术向珠宝占据了数千年的空间过渡的关注。通过使用廉价的机器人儿童玩具,将其转化为“功能性”珠宝,该系列作品考虑了对技术和珠宝物品的期望和真实的情感依恋,以及介于两者之间的物品。记录的表演捕捉了科技媒体对珠宝的探索,以及今天佩戴可穿戴设备所做的炫耀声明。
{"title":"Functionality in Wearable Tech: Device, as Jewelry, as Body Mediator","authors":"A. Ju","doi":"10.1145/2839462.2856348","DOIUrl":"https://doi.org/10.1145/2839462.2856348","url":null,"abstract":"Jewelry has long been used to modify one's body and mediate experiences and interactions. Fulfilling a variety of roles, ranging from ritual objects to sentimental tokens to pure adornment, jewelry provides an externalization on the body of inner expression, non-verbally communicating information about the wearer to those she or he encounters. \"Functionality in Wearable Tech,\" a set of three jewelry pieces, seeks to satirize and call attention to wearable technology's transition into the space that jewelry has occupied for thousands of years. Through the use of cheap robotic children's toys, converted into \"functional\" jewelry, the series of work considers desired and real emotional attachments to technological and jewelry objects, and those objects in between. The documented performance captures an exploration of jewelry with technological media and the ostentatious statement wearing Wearables today makes.","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":"128549606","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}
引用次数: 5
Exploring 3D Printed Interaction 探索3D打印交互
Martin Schmitz
3D printing is widely used to physically prototype the look and feel of 3D objects. However, interaction possibilities of these prototypes are often limited to mechanical parts or post-assembled electronics. Moreover, fabricating interactive 3D printed objects is still an expert task. In my dissertation, I therefore explore how to support users in the design of interactive 3D objects and how to automate the generation of adequate sensing structures. Further, I investigate tangible interaction concepts for 3D printed objects. In this paper, I outline my past and future research towards the fabrication of 3D objects in terms of (1) user-friendly design, (2) automation of fabrication, and (3) tangible interaction concepts for the input modalities touch and deformation.
3D打印被广泛用于3D物体的外观和感觉的物理原型。然而,这些原型的交互可能性通常仅限于机械部件或后组装电子设备。此外,制造交互式3D打印对象仍然是一项专家任务。因此,在我的论文中,我探讨了如何在交互式3D对象的设计中支持用户,以及如何自动生成足够的传感结构。此外,我研究了3D打印对象的有形交互概念。在本文中,我从以下方面概述了我过去和未来对3D物体制造的研究:(1)用户友好设计,(2)制造自动化,以及(3)输入模式触摸和变形的有形交互概念。
{"title":"Exploring 3D Printed Interaction","authors":"Martin Schmitz","doi":"10.1145/2839462.2854105","DOIUrl":"https://doi.org/10.1145/2839462.2854105","url":null,"abstract":"3D printing is widely used to physically prototype the look and feel of 3D objects. However, interaction possibilities of these prototypes are often limited to mechanical parts or post-assembled electronics. Moreover, fabricating interactive 3D printed objects is still an expert task. In my dissertation, I therefore explore how to support users in the design of interactive 3D objects and how to automate the generation of adequate sensing structures. Further, I investigate tangible interaction concepts for 3D printed objects. In this paper, I outline my past and future research towards the fabrication of 3D objects in terms of (1) user-friendly design, (2) automation of fabrication, and (3) tangible interaction concepts for the input modalities touch and deformation.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"34 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":"117008773","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}
引用次数: 2
Towards a Framework for Tangible Narratives 走向有形叙事的框架
Daniel Harley, J. Chu, Jamie Kwan, Ali Mazalek
This paper presents a preliminary framework to inform the analysis and design of tangible narratives. Researchers and designers have been using tangible user interfaces (TUIs) for storytelling over the past two decades, but to date no comprehensive analysis of these systems exists. We argue that storytelling systems that use digitally-enhanced physical objects form a unique medium with identifiable narrative characteristics. Our framework isolates these characteristics and focuses on the user's perspective to identify commonalities between existing systems, as well as gaps that can be addressed by new systems. We find that the majority of systems in our sample require the user to perform exploratory actions from an external narrative position. We note that systems that cast the user in other interactive roles are rare but technologically feasible, suggesting that there are many underexplored possibilities for tangible storytelling.
本文提出了一个初步的框架,为有形叙事的分析和设计提供信息。在过去的二十年里,研究人员和设计师一直在使用有形用户界面(TUIs)来讲述故事,但迄今为止还没有对这些系统进行全面的分析。我们认为,使用数字增强物理对象的讲故事系统形成了具有可识别叙事特征的独特媒介。我们的框架隔离了这些特征,并关注于用户的视角,以识别现有系统之间的共性,以及可以由新系统解决的差距。我们发现样本中的大多数系统都要求用户从外部叙述位置执行探索性行动。我们注意到,让用户扮演其他互动角色的系统很少,但在技术上是可行的,这表明在有形故事叙述方面还有许多未被充分探索的可能性。
{"title":"Towards a Framework for Tangible Narratives","authors":"Daniel Harley, J. Chu, Jamie Kwan, Ali Mazalek","doi":"10.1145/2839462.2839471","DOIUrl":"https://doi.org/10.1145/2839462.2839471","url":null,"abstract":"This paper presents a preliminary framework to inform the analysis and design of tangible narratives. Researchers and designers have been using tangible user interfaces (TUIs) for storytelling over the past two decades, but to date no comprehensive analysis of these systems exists. We argue that storytelling systems that use digitally-enhanced physical objects form a unique medium with identifiable narrative characteristics. Our framework isolates these characteristics and focuses on the user's perspective to identify commonalities between existing systems, as well as gaps that can be addressed by new systems. We find that the majority of systems in our sample require the user to perform exploratory actions from an external narrative position. We note that systems that cast the user in other interactive roles are rare but technologically feasible, suggesting that there are many underexplored possibilities for tangible storytelling.","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":"115459714","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}
引用次数: 36
期刊
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1