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Virtual Tabletops (VTT) for Role-Playing Games (RPG) and Do-It-Yourself (DYI) Interactive Surfaces as Examples of Vernacular Design 角色扮演游戏(RPG)的虚拟桌面(VTT)和diy互动界面(DYI)作为乡土设计的例子
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571455
J. Argasiński
Pop culture-driven nostalgia for the times of the second half of the 20th century - with their music, aesthetics and entertainment, in combination with the increased need for casual interpersonal contacts observed during the COVID-19 pandemic led to a kind of renaissance of classic tabletop board and Role-Playing Games. At the same time, the pandemic necessity of isolation has led to the emergence of new solutions in the field of social but remote entertainment - specially through software called Virtual Tabletops (VTT). In classic RPGs such as "Dungeons and Dragons" players often use boards, mockups, models, dioramas and miniatures for tactical orientation in situations where it is essential from the mechanics point of view (e.g. during combat sequences). Virtual game tables allowed for this types of props to be digitized including automation of some mechanical activities related to the game (statistics of objects, markers for area effects, fields of view, fogs of war etc.). This turned out to be so attractive that some players began to mix the classic pen and paper RPG’s gameplay (requiring the physical presence of players at the table and face to face communication), with virtual tools which then allow for projection onto table’s surface, walls or to the TVs, tablets and smartphones. This niche but extremely interesting example of vernacular practices in computer based media seem worth further investigation.
流行文化驱动的对20世纪下半叶时代的怀旧——音乐、美学和娱乐,再加上COVID-19大流行期间对休闲人际接触的需求增加,导致了经典桌面游戏和角色扮演游戏的复兴。与此同时,由于普遍需要隔离,在社交但远程娱乐领域出现了新的解决方案,特别是通过称为虚拟桌面(VTT)的软件。在《龙与地下城》等经典rpg中,玩家经常使用棋盘、模型、模型、立体模型和微缩模型来确定战术方向,这从机制角度来看是必要的(例如在战斗序列中)。虚拟游戏表允许这种类型的道具被数字化,包括一些与游戏相关的机械活动的自动化(对象统计,区域效果标记,视野,战争迷雾等)。事实证明,这种做法非常吸引人,以至于一些玩家开始将传统的纸笔RPG游戏玩法(要求玩家坐在桌边进行面对面交流)与虚拟工具混合在一起,虚拟工具允许玩家将游戏投影到桌面、墙壁或电视、平板电脑和智能手机上。这个小众但非常有趣的例子是基于计算机的媒体的方言实践,似乎值得进一步研究。
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引用次数: 0
Immersive Analytics Spaces and Surfaces 沉浸式分析空间和表面
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571471
M. Serrano, Kadek Ananta Satriadi, Yalong Yang, Barrett Ens, Arnaud Prouzeau, S. Zollmann
Immersive Analytics has now fully emerged as a research topic in the Visualisation and Human-Computer Interaction research communities. While evidence of its benefits has been accumulating, we have still attained only a basic understanding of the extent to which they can support human sensemaking, This workshop aims to define a roadmap for new directions in leveraging the benefits of spatial interaction to support sensemaking. In particular the main goal of this workshop will be to focus on understanding the benefits and applications of immersive interactive spaces and surfaces (e.g. body, walls, smartphones or other interactive surfaces such as tabletops) for enhancing human sensemaking.
沉浸式分析现在已经完全成为可视化和人机交互研究社区的一个研究课题。虽然它的好处的证据已经积累,我们仍然只有一个基本的了解,他们可以在多大程度上支持人类的语义。本次研讨会旨在定义一个新的路线图,利用空间交互的好处来支持语义。本次研讨会的主要目标将集中在理解沉浸式交互空间和表面(例如身体,墙壁,智能手机或其他交互表面,如桌面)对增强人类感知的好处和应用。
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引用次数: 1
Game Design Prototyping Workshop: Brainstorming and Designing Collaborative and Creative Game Prototypes with Immersive Surfaces 游戏设计原型研讨会:头脑风暴和设计具有沉浸式表面的协作和创意游戏原型
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571472
E. Champion, S. McCallum
This short paper provides a short theoretical exposition of game prototyping, a discussion of available game prototyping software and typical challenges in designing games for educational purposes, and practical examples of game design workshops. In these workshops, the participants developed their own open-ended game ideas and related immersive environments in groups of three or four over half a day or longer.
这篇短文提供了游戏原型的简短理论阐述,讨论了可用的游戏原型软件和设计教育目的游戏的典型挑战,以及游戏设计研讨会的实际例子。在这些工作坊中,参与者以3 - 4人为一组,在半天或更长时间内开发自己的开放式游戏理念和相关沉浸式环境。
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引用次数: 1
Swipe-and-Tap Functional Programming 滑动和点击函数式编程
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571459
Michael Homer, C. Anslow
Programming on touch-screen devices is notoriously difficult, with conventional programming affordances typically unavailable or unhelpful. Here we present a novel touch-screen programming environment for a style of functional programming that more closely matches typical touch-screen needs, where all editing operations are driven by concrete data values and selected by swipe and tap gestures. The environment provides live editing and supports exploratory programming, with direct display of all calculation values and earlier phases of development always available to edit in-place.
在触摸屏设备上编程是出了名的困难,传统的编程功能通常是不可用的或没有帮助的。在这里,我们提出了一种新的触摸屏编程环境,用于更接近典型触摸屏需求的函数式编程风格,其中所有编辑操作都由具体的数据值驱动,并通过滑动和点击手势进行选择。该环境提供实时编辑并支持探索性编程,直接显示所有计算值和开发的早期阶段,始终可以就地编辑。
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引用次数: 1
Perceived Affordances in Programmable Matter 可编程物质的感知能力
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571463
K.S.Hema Priya
The advantages of additive manufacturing technology combined with recent research in material sciences has led to the development of programmable matter- objects that can change their form or function or both in a pre-decided manner based on the user input or the environmental stimuli. Programmable matter is allowing us to develop a new paradigm of interactive and smart products. While these products are functional, they may or may not incorporate cues in their form that conveys information about how to interact with the product – a property termed as perceived affordance. Research on perceived affordances of programmable matter is lacking. We wish to bridge that gap by understanding what perceived affordance means in the context of programmable matter, and how to design products to create better perceived affordances.
增材制造技术的优势与材料科学的最新研究相结合,导致了可编程物质的发展-可以根据用户输入或环境刺激以预先决定的方式改变其形式或功能或两者的物体。可编程物质使我们能够开发出一种交互式智能产品的新范例。虽然这些产品是功能性的,但它们可能会或可能不会在其形式中包含传达如何与产品交互的信息的线索-一种称为感知功能的属性。对可编程物质的感知能力的研究是缺乏的。我们希望通过理解可编程物质背景下的感知能力,以及如何设计产品来创造更好的感知能力,来弥合这一差距。
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引用次数: 0
Spatialphonic360: Accuracy of the Arbitrary Sound Image Presentation using Surrounding Parametric Speakers Spatialphonic360:使用周围参数扬声器的任意声音图像呈现的准确性
Pub Date : 2022-11-20 DOI: 10.1145/3532104.3571462
N. Kuratomo, Hiroki Uchida, T. Ebihara, N. Wakatsuki, K. Mizutani, K. Zempo
Digital content coexisting with the real world is increasing, and richer acoustic content is also being sought. In this study, we propose a "Spatialphonic360," which enables users to perceive stereophonic sound in all surroundings at arbitrary positions and in arbitrary postures. Through participant experiments, we compared the system’s accuracy with that of conventional systems. The results showed that Spatialphonic360 could localize any sound image regardless of the user’s posture. This research contributes to the improvement of the flexibility of stereophonic sound technology.
与现实世界共存的数字内容越来越多,更丰富的声音内容也在被寻求。在这项研究中,我们提出了一个“Spatialphonic360”,它使用户能够在任意位置和任意姿势感知所有环境中的立体声。通过参与实验,我们将该系统的精度与传统系统的精度进行了比较。结果表明,无论用户的姿势如何,Spatialphonic360都可以定位任何声音图像。该研究有助于提高立体声技术的灵活性。
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引用次数: 1
Piano Learning and Improvisation through Adaptive Visualisation and Digital Augmentation 通过自适应可视化和数字增强钢琴学习和即兴演奏
Pub Date : 2022-11-09 DOI: 10.1145/3532104.3571464
J. A. Deja
The task of learning the piano has been a centuries-old challenge for novices, experts and technologists. Several innovations have been introduced to support proper posture, movement, and motivation, while sight-reading and improvisation remain the least-explored areas. In this PhD, we address this gap by redesigning the piano augmentation as an interactive and adaptive space. Specifically, we will explore how to support learners with adaptive visualisations through a two-pronged approach: (1) by designing adaptive visualisations based on the proficiency of the learner to support regular piano playing and (2) by assisting them with expert annotations projected on the piano to encourage improvisation. To this end, we will build a model to understand the complexities of learners’ spatiotemporal data and use these to support learning. We will then evaluate our approach through user studies enabling practice and improvisation. Our work contributes to how adaptive visualisations can push music instrument learning and support multi-target selection tasks in immersive spaces.
几个世纪以来,学习钢琴一直是初学者、专家和技术人员面临的挑战。已经引入了一些创新来支持正确的姿势,动作和动机,而视读和即兴创作仍然是最少探索的领域。在这个博士学位中,我们通过重新设计钢琴增强作为一个互动和自适应的空间来解决这个差距。具体来说,我们将探索如何通过双管齐下的方法来支持学习者的自适应可视化:(1)根据学习者的熟练程度设计自适应可视化,以支持常规的钢琴演奏;(2)通过在钢琴上投影专家注释来帮助他们鼓励即兴创作。为此,我们将建立一个模型来理解学习者时空数据的复杂性,并利用这些数据来支持学习。然后,我们将通过允许实践和即兴创作的用户研究来评估我们的方法。我们的工作有助于自适应可视化如何推动乐器学习,并支持沉浸式空间中的多目标选择任务。
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引用次数: 0
GesPlayer: Using Augmented Gestures to Empower Video Players GesPlayer:使用增强手势来授权视频播放器
Pub Date : 2022-10-21 DOI: 10.1145/3532104.3571456
Xiang Li, Yuzheng Chen, Xiaohang Tang
In this paper, we introduce GesPlayer, a gesture-based empowered video player that explores how users can experience their hands as an interface through gestures. We provide three semantic gestures based on the camera of a computer or other smart device to detect and adjust the progress of video playback, volume, and screen brightness, respectively. Our goal is to enable users to control video playback simply by their gestures in the air, without the need to use a mouse or keyboard, especially when it is not convenient to do so. Ultimately, we hope to expand our understanding of gesture-based interaction by understanding the inclusiveness of designing the hand as an interactive interface, and further broaden the state of semantic gestures in an interactive environment through computational interaction methods.
在本文中,我们介绍GesPlayer,一个基于手势的授权视频播放器,探索用户如何通过手势体验他们的手作为界面。我们提供了三种基于电脑或其他智能设备摄像头的语义手势,分别检测和调整视频播放进度、音量和屏幕亮度。我们的目标是让用户能够简单地通过他们在空中的手势来控制视频播放,而不需要使用鼠标或键盘,尤其是在不方便这样做的时候。最终,我们希望通过理解将手设计为交互界面的包容性来扩展我们对基于手势的交互的理解,并通过计算交互方法进一步拓宽交互环境中语义手势的状态。
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引用次数: 3
Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces 2022年互动表面和空间会议论文集
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引用次数: 0
期刊
Companion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces
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