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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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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
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。
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引用次数: 0
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
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。
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引用次数: 8
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
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
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。
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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。
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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。
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引用次数: 36
期刊
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
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