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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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Tactile Band: Accessing Gaze Signals from the Sighted in Face-to-Face Communication 触觉带:在面对面交流中获取视觉信号
S. Qiu, G.W.M. Rauterberg, Jun Hu
Gaze signals, frequently used by the sighted in social interactions as visual cues, are hardly accessible for low-vision and blind people. A concept is proposed to help the blind people access and react to gaze signals in face-to-face communication. 20 blind and low-vision participants were interviewed to discuss the features of this concept. One feature of the concept is further developed into a prototype, namely Tactile Band, to aim at testing the hypothesis that tactile feedback can enable the blind person to feel attention (gaze signals) from the sighted, enhancing the level of engagement in face-to-face communication. We tested our hypothesis with 30 participants with a face-to-face conversation scenario, in which the blindfolded and the sighted participants talked about a given daily topic. Comments from the participants and the reflection on the experiment provided useful insights for improvements and further research.
视力正常的人经常在社交互动中使用凝视信号作为视觉线索,而低视力和盲人很难获得这种信号。提出了一种帮助盲人在面对面交流中获取和反应注视信号的概念。我们采访了20位盲人和低视力的参与者来讨论这个概念的特点。该概念的一个特征被进一步发展成一个原型,即触觉带,旨在测试触觉反馈可以使盲人感受到来自正常人的注意力(凝视信号),从而提高面对面交流的参与水平的假设。我们在30名参与者中测试了我们的假设,他们进行了面对面的对话,在这个场景中,蒙眼的参与者和视力正常的参与者谈论一个给定的日常话题。参与者的评论和对实验的反思为改进和进一步研究提供了有用的见解。
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引用次数: 6
SynFlo: A Tangible Museum Exhibit for Exploring Bio-Design SynFlo:探索生物设计的有形博物馆展览
Johanna Okerlund, E. Segreto, C. Grote, Lauren Westendorf, Anja Scholze, R. Littrell, Orit Shaer
We present SynFlo, a tangible museum exhibit for exploring bio-design. SynFlo utilizes active and concrete tangible tokens to allow visitors to experience a playful biodesign activity through complex interactivity with digital biological creations. We developed two versions of SynFlo: one that combines active tokens with real concrete objects (i.e. labware) and one that consists of only abstract active tokens. Results from an evaluation in a museum indicate that both systems support learning. We discuss design choices for biology education tools to overcome confounders of biology and facilitate positive engagement and learning.
我们展示了SynFlo,一个探索生物设计的有形博物馆展览。SynFlo利用活跃和具体的有形代币,让游客通过与数字生物创作的复杂互动来体验有趣的生物设计活动。我们开发了两个版本的SynFlo:一个将活动令牌与真实的具体对象(即labware)结合在一起,另一个只包含抽象的活动令牌。博物馆的评估结果表明,这两种系统都支持学习。我们讨论了生物教育工具的设计选择,以克服生物学的混杂因素,促进积极的参与和学习。
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引用次数: 38
Balancing User and System Control in Shape-Changing Interfaces: a Designerly Exploration 在改变形状的界面中平衡用户和系统控制:设计师的探索
Majken Kirkegaard Rasmussen, Timothy R. Merritt, M. B. Alonso, M. G. Petersen
Despite an increasing number of examples of shape-changing interfaces, the relation between users' actions and product movements has not gained a great deal of attention, nor been very well articulated. This paper presents a framework articulating the level of control offered to the user over the shape change. The framework considers whether the shape change is: 1) directly controlled by the user's explicit interactions; 2) negotiated with the user; 3) indirectly controlled by the users actions; 4) fully controlled by the system. The four types are described through design examples using ReFlex, a shape-changing interface in the form of a smartphone. The paper concludes that shape-changing interfaces tend to assign the control to either the user or the underlying system, while few (e.g. [16,28]) consider sharing the control between the user and the system.
尽管形状变化界面的例子越来越多,但用户行为和产品运动之间的关系并没有得到很多关注,也没有得到很好的阐述。本文提出了一个框架,阐明了在形状变化上提供给用户的控制级别。该框架考虑形状变化是否:1)由用户的显式交互直接控制;2)与用户协商;3)间接受用户行为控制;4)完全由系统控制。这四种类型是通过使用ReFlex的设计示例来描述的,ReFlex是一种智能手机形式的可变形界面。本文的结论是,形状变化接口倾向于将控制分配给用户或底层系统,而很少(例如[16,28])考虑在用户和系统之间共享控制。
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引用次数: 34
Session details: Keep In Shape 课程细节:保持体形
T. Nam
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引用次数: 0
MOR4R: How to Create 3D Objects Using a Microwave Oven MOR4R:如何使用微波炉创建3D对象
K. Yasu
This study presents a technique to make 3D objects by folding a resin sheet using a piece of common home electronic equipment: a microwave oven. Though personal fabrication has grown widely popular because of the price reduction of digital fabrication tools such as 3D printers or laser cutters, printing a 3D object is still slow. Moreover, installation of laser cutter at home is still difficult because of issues of health and safety. So, we have proposed a simple but widely applicable home fabrication method called "MOR4R": Microwave Oven Recipes for Resins. By putting properly sized microwave susceptor strips onto a piece of acrylic sheet, and microwaving it for about 3 minutes at a power of 800 W, only the part where the susceptor has been placed becomes soft. This paper reveals a suitable size of susceptor strips for folding an acrylic sheet. This technique allows the creator to form a rigid and strong object, much like folding an origami.
这项研究展示了一种技术,通过使用一种常见的家用电子设备:微波炉折叠树脂片来制作3D物体。尽管由于3D打印机或激光切割机等数字制造工具的价格下降,个人制造已经变得广泛流行,但打印3D物体仍然很慢。此外,由于健康和安全问题,在家中安装激光切割机仍然很困难。因此,我们提出了一种简单但广泛适用的家庭制造方法,称为“MOR4R”:树脂的微波炉配方。把合适尺寸的微波感应带放在一块亚克力板上,在800瓦的功率下微波约3分钟,只有放置感应带的部分会变软。本文给出了一种适合折叠亚克力片材的感应条尺寸。这种技术使创作者能够形成一个坚硬而坚固的物体,就像折叠折纸一样。
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引用次数: 6
Tangible Modeling Methods for Faster Rapid Prototyping 快速成型的有形建模方法
Satoshi Nakamaru, J. Bak, D. Saxena
In this paper we discuss the development of a novel rapid prototyping method that makes the process of creating tangible electronic artifacts faster and easier. This method makes use of a new paper-like material that can be given any form just by hand or by using other stationary objects. This material changes its stiffness and becomes harder soon after the modeling process. Furthermore, this material can be integrated within electronic circuits using magnetic connectors and silver. The discussed method has been conceptualized using a People-Centered Design approach while its implementation has been led by an engineering approach. Both, the conceptualization process as well as the implementation of the discussed rapid prototyping method have been detailed in this paper along with example scenarios where the said implementation could be useful.
在本文中,我们讨论了一种新的快速原型方法的发展,使创建有形电子工件的过程更快,更容易。这种方法利用了一种新的类似纸张的材料,这种材料可以通过手工或其他固定的物体形成任何形式。这种材料改变其刚度,并在建模过程后不久变得更硬。此外,这种材料可以使用磁性连接器和银集成到电子电路中。所讨论的方法是使用以人为本的设计方法概念化的,而其实施则是由工程方法主导的。本文详细介绍了概念化过程和所讨论的快速原型方法的实现,以及上述实现可能有用的示例场景。
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引用次数: 4
Inherently Meaningful 本质上有意义
J. P. Djajadiningrat
Am I the only one who got a little confused over the years on what tangible interaction is about? Originally it was about fusing the physical and the digital, but isn't everything these days? Augmented Reality, The Internet of Things ... are they too forms of tangible interaction? Does it really matter whether intelligence is embedded in an object or attributed to it through computer vision? And when a commonplace electronic product gets internet-enabled and its state affects other systems, does its use suddenly count as tangible interaction? More and more, I am starting to understand tangible interaction as an approach to designing interactive products which respect and exploit the user's bodily skills and which build upon the notion that our traditional physical environment is inherently meaningful to us. In this talk I will show a number of demonstrators built at Philips Design. Whilst none of them were designed with tangible interaction in mind, they all take cues from our interaction with the physical world. Working from these examples, I will share some of the obstacles we ran into as well as some interaction principles which I believe have recurring value when designing for tangible interaction.
这么多年来,我是唯一一个对有形互动感到困惑的人吗?最初它是关于物理和数字的融合,但现在不都是这样吗?增强现实、物联网……它们是两种有形的互动形式吗?智能是嵌入到一个物体中,还是通过计算机视觉赋予它,这真的重要吗?当一个普通的电子产品接入互联网,并且它的状态影响到其他系统时,它的使用会突然被视为有形的互动吗?越来越多地,我开始理解有形交互作为一种设计交互产品的方法,它尊重和利用用户的身体技能,并建立在我们传统的物理环境对我们有内在意义的概念之上。在这次演讲中,我将展示一些在飞利浦设计公司建造的示范装置。虽然它们都没有在设计时考虑到有形的互动,但它们都从我们与物理世界的互动中获得了线索。通过这些例子,我将分享我们遇到的一些障碍,以及我认为在设计有形交互时具有重复价值的一些交互原则。
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引用次数: 0
IrukaTact: Submersible Haptic Search Glove 潜水触觉搜索手套
A. Chacin, Takeshi Oozu, Hiroo Iwata
IrukaTact is an open source assistive underwater glove that translates ultrasonic range finding data into haptic feedback. This paper describes the development of new models for underwater haptic actuation and the ongoing prototype development process necessary for creating this tool. Our objective is to create a system that detects underwater topographies to assist the location of sunken objects in flooded areas by sending haptic signals to wearer's fingertips produced by micropumps that propel water of varying pressures. This feedback system extends current haptic technologies by providing hybrid actuation including pressure and vibration underwater, while preserving the wearer's natural ability to grasp objects. This technology has many potential applications beyond underwater echohaptic location, such as new interfaces for virtual reality object simulation in aqueous environments.
IrukaTact是一款开源的水下辅助手套,可以将超声波测距数据转换为触觉反馈。本文描述了水下触觉驱动新模型的发展以及创建该工具所需的正在进行的原型开发过程。我们的目标是创建一个系统,通过向佩戴者的指尖发送触觉信号来探测水下地形,以帮助定位淹没区域的沉没物体,这些信号是由微泵驱动不同压力的水产生的。这种反馈系统通过提供包括水下压力和振动在内的混合驱动,扩展了当前的触觉技术,同时保留了佩戴者抓取物体的自然能力。除了水下回声定位之外,该技术还有许多潜在的应用,例如用于水环境中虚拟现实对象模拟的新接口。
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引用次数: 6
Using Tangible Smart Replicas as Controls for an Interactive Museum Exhibition 使用有形的智能复制品作为交互式博物馆展览的控制
M. Marshall, N. Dulake, L. Ciolfi, D. Duranti, Hub Kockelkorn, Daniela Petrelli
This paper presents the design, creation and use of tangible smart replicas in a large-scale museum exhibition. We describe the design rationale for the replicas, the process used in their creation, as well as the implementation and deployment of these replicas in a live museum exhibition. Deployment of the exhibition resulted in over 14000 visitors interacting with the system during the 6 months that the exhibition was open. Based on log data, interviews and observations, we examine the reaction to these smart replicas from the point of view of the museum curators and also of the museum's visitors and reflect on the fulfillment of our expectations.
本文介绍了实体智能复制品在大型博物馆展览中的设计、创作和使用。我们描述了复制品的设计原理,在他们的创作过程中使用,以及这些复制品在现场博物馆展览中的实现和部署。在展览开幕的6个月内,有超过14000名参观者与系统互动。基于日志数据、访谈和观察,我们从博物馆馆长和博物馆参观者的角度审视了对这些智能复制品的反应,并反思了我们期望的实现。
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引用次数: 88
UnicrePaint: Digital Painting through Physical Objects for Unique Creative Experiences UnicrePaint:通过物理对象进行数字绘画,获得独特的创作体验
Mami Kosaka, K. Fujinami
Mankind's capacity for creativity is infinite. In the physical world, people create visual artistic works not only with specific tools, such as paintbrushes, but also with various objects, such as dried flowers pressed on paper. In contrast, digital painting has a number of advantages; however, such painting currently requires a specific tool, such as a stylus, which might diminish the pleasurable experience of creation. This paper proposes a digital painting system called UnicrePaint that utilizes daily objects as tools of expression and demonstrates the capabilities of the first prototype system with a pilot user study.
人类的创造力是无限的。在现实世界中,人们不仅使用特定的工具(如画笔)创作视觉艺术作品,还使用各种物体(如压在纸上的干花)创作视觉艺术作品。相比之下,数字绘画有许多优点;然而,这样的绘画目前需要一个特定的工具,如手写笔,这可能会减少创作的愉悦体验。本文提出了一个名为UnicrePaint的数字绘画系统,该系统利用日常物品作为表达工具,并通过试点用户研究展示了第一个原型系统的功能。
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引用次数: 5
期刊
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
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