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Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction最新文献

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Designing tangible interaction for embodied facilitation 为具身促进设计有形互动
Augusto Esteves
Designing and evaluating tangible interaction is a challenging ad-hoc process. This paper argues that if the field of tangible interaction is to continue to develop, it will need to adopt design methodologies and guidelines that reflect its unique features and constraints. This paper considered theories of embodied cognition as source for guidelines that might be better matched to the development of tangible interaction. It also presents a toolkit to record and present users' interactions with tangible applications, affording systematic comparisons between tangible designs, tangible systems, and between tangible interaction and other interaction paradigms.
设计和评估有形交互是一个具有挑战性的过程。本文认为,如果有形交互领域要继续发展,就需要采用反映其独特特征和限制的设计方法和指导方针。本文将具身认知理论视为指导方针的来源,这些指导方针可能更好地与有形互动的发展相匹配。它还提供了一个工具包,用于记录和呈现用户与有形应用程序的交互,在有形设计、有形系统以及有形交互与其他交互范例之间提供系统的比较。
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引用次数: 6
GISpL: gestures made easy 手势很容易
Florian Echtler, A. Butz
We present GISpL, the Gestural Interface Specification Language. GISpL is a formal language which allows both researchers and developers to unambiguously describe the behavior of a wide range of gestural interfaces using a simple JSON-based syntax. GISpL supports a multitude of input modalities, including multi-touch, digital pens, multiple regular mice, tangible interfaces or mid-air gestures. GISpL introduces a novel view on gestural interfaces from a software-engineering perspective. By using GISpL, developers can avoid tedious tasks such as reimplementing the same gesture recognition algorithms over and over again. Researchers benefit from the ability to quickly reconfigure prototypes of gestural UIs on-the-fly, possibly even in the middle of an expert review. In this paper, we present a brief overview of GISpL as well as some usage examples of our reference implementation. We demonstrate its capabilities by the example of a multichannel audio mixer application being used with several different input modalities. Moreover, we present exemplary GISpL descriptions of other gestural interfaces and conclude by discussing its potential applications and future development.
我们提出GISpL,手势接口规范语言。GISpL是一种形式语言,它允许研究人员和开发人员使用简单的基于json的语法明确地描述各种手势界面的行为。GISpL支持多种输入方式,包括多点触控、数字笔、多个常规鼠标、有形界面或空中手势。GISpL从软件工程的角度介绍了一种新的手势界面视图。通过使用GISpL,开发人员可以避免重复实现相同的手势识别算法等繁琐的任务。研究人员从快速重新配置动态手势ui原型的能力中受益,甚至可能在专家审查过程中。在本文中,我们简要概述了GISpL以及我们的参考实现的一些使用示例。我们通过使用几种不同输入模态的多通道音频混频器应用程序的示例来演示其功能。此外,我们还介绍了其他手势接口的典型GISpL描述,并讨论了其潜在的应用和未来的发展。
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引用次数: 24
Session details: Touchy feely 会话细节:敏感的感觉
I. Oakley
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引用次数: 0
Hydraulikos: nature and technology and the centre for cyborg-environment interaction (CEI) Hydraulikos:自然与技术以及机器人与环境相互作用中心(CEI)
Steve Mann
Technology has put us out of touch with nature. A goal of the CCEI (the Centre for Nature and Technology) is to invent, research, study, and teach technologies that facilitate connection with our natural world. One project of CCEI is Hydraulikos, the Water Labs, for people to touch and be touched by the most primordial of all media = water. Hydraulikos aims to be a place where science, quantum physics, and fluid mechanics come together with nature, the environment, the arts, culture and society, health, wellness, and innovation, as therapy for the mind and body... where music meets math, and the compartmentalized silos of academia are washed away with lateral thinking in a setting where the boundary between work and play can also dissolve. Past projects include "Hands Across the Water" and "Hands Across the Harbour" using WOIP (Water Over Internet Protocol) to connect people through water as an Internet-connected medium that's at once both broad and deep. Ontario's Great Lakes hold 80% of North America's freshwater; it has often been said that Ontario is water capital of the world. Thus we need an Ontario-based entity like Hydraulikos that celebrates water at all ontological levels.
科技使我们与自然失去了联系。CCEI(自然与技术中心)的一个目标是发明、研究、学习和教授促进与自然世界联系的技术。CCEI的一个项目是Hydraulikos,即水实验室,让人们触摸和被所有媒介中最原始的媒介——水所触摸。Hydraulikos旨在成为一个将科学、量子物理学和流体力学与自然、环境、艺术、文化和社会、健康、健康和创新结合在一起的地方,作为身心的治疗……在音乐与数学相遇的地方,学术上的藩篱被横向思维冲走,工作和娱乐之间的界限也可以消失。过去的项目包括“跨水之手”和“跨港之手”,使用WOIP(水上互联网协议)将人们通过水作为既广泛又深入的互联网连接媒介联系起来。安大略省的五大湖拥有北美80%的淡水资源;人们常说安大略是世界水之都。因此,我们需要一个像Hydraulikos这样基于安大略省的实体,在所有本体论层面上庆祝水。
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引用次数: 4
Sketching sensor-based performances with DUL radio 素描传感器为基础的性能与DUL无线电
M. Brynskov, Rasmus B. Lunding
In this studio, audio designers/musicians, choreographers, social interaction designers as well as other creatives will get a chance to try out DUL Radio, an easy-to-use sensor-based interaction toolkit. Depending on the participants interests and skills, we will create one or more small performances to be shown by the end of the day. The program includes a short introduction to the platform. If you have stuff of your own (laptop, sensors, actuators, software), bring it along to play with.
在这个工作室里,音频设计师/音乐家,编舞,社交互动设计师以及其他创意人员将有机会尝试DUL Radio,这是一个易于使用的基于传感器的互动工具包。根据参与者的兴趣和技能,我们将在一天结束前创作一个或多个小表演。该节目包括对该平台的简短介绍。如果你有自己的东西(笔记本电脑、传感器、执行器、软件),带上它一起玩。
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引用次数: 0
On-body interaction: armed and dangerous 身体互动:武装和危险
Chris Harrison, S. Ramamurthy, S. Hudson
Recent technological advances in input sensing, as well as ultra-small projectors, have opened up new opportunities for interaction -- the use of the body itself as both an input and output platform. Such on-body interfaces offer new interactive possibilities, and the promise of access to computation, communication and information literally in the palm of our hands. The unique context of on-body interaction allows us to take advantage of extra dimensions of input our bodies naturally afford us. In this paper, we consider how the arms and hands can be used to enhance on-body interactions, which is typically finger input centric. To explore this opportunity, we developed Armura, a novel interactive on-body system, supporting both input and graphical output. Using this platform as a vehicle for exploration, we proto-typed many applications and interactions. This helped to confirm chief use modalities, identify fruitful interaction approaches, and in general, better understand how interfaces operate on the body. We highlight the most compelling techniques we uncovered. Further, this paper is the first to consider and prototype how conventional interaction issues, such as cursor control and clutching, apply to the on-body domain. Finally, we bring to light several new and unique interaction techniques.
最近输入传感技术的进步,以及超小型投影仪,为互动开辟了新的机会——使用身体本身作为输入和输出平台。这种身体上的界面提供了新的交互可能性,并承诺在我们的手掌上获得计算,通信和信息。身体互动的独特环境使我们能够利用身体自然提供给我们的额外输入维度。在本文中,我们考虑了如何使用手臂和手来增强与身体的互动,这通常是手指输入中心。为了探索这一机会,我们开发了Armura,一种新颖的交互式身体系统,支持输入和图形输出。利用这个平台作为探索的载体,我们设计了许多应用程序和交互的原型。这有助于确认主要使用方式,确定富有成效的交互方法,并且在一般情况下,更好地理解界面如何在身体上运行。我们重点介绍了我们发现的最引人注目的技术。此外,本文是第一个考虑和原型如何传统的交互问题,如光标控制和抓紧,适用于身体上的领域。最后,我们介绍了一些新的和独特的交互技术。
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引用次数: 105
Tessella: interactive origami light Tessella:互动折纸光
Billy Cheng, M. Kim, Henry Lin, Sarah Fung, Zach Bush, J. Seo
We present an interactive origami light that transforms its shape in the user's hands and creates light patterns depending on the shape. Tessella, explores key themes of current Organic User Interface research. First, input and output are integrated in one object. Second, the form implies its function. Thirdly, it allows the user to discover its affordances and uses. Our work merges the physicality of tessellation with a tangible light experience, incorporating traditional craft and more recent soft-circuit techniques. The goal of this project is to create a playful, poetic interface that evokes users' creativity through interaction.
我们展示了一种互动式折纸灯,它可以在用户的手中改变形状,并根据形状创建光模式。Tessella,探讨了当前有机用户界面研究的关键主题。首先,输入和输出集成在一个对象中。第二,形式意味着功能。第三,它允许用户发现它的功能和用途。我们的作品将镶嵌的物质性与有形的光体验相结合,结合了传统工艺和最近的软电路技术。这个项目的目标是创造一个有趣的、诗意的界面,通过交互唤起用户的创造力。
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引用次数: 11
Tangible sketching of interactive haptic materials 互动触觉材料的有形草图
Jonas Forsslund, I. Ioannou
The activity of sketching can be highly beneficial when applied to the design of haptic material interaction. To illustrate this approach we created a design tool with a tangible hardware interface to facilitate the act of haptic material sketching and used this tool to design an anatomy exploration application. We found this approach particularly efficient in designing non-visual properties of haptic materials. The design tool enabled instant tactile perception of changes in material properties combined with the ability to make on-the-fly adjustments, thus creating a sense of pliability.
当应用于触觉材料相互作用的设计时,素描的活动是非常有益的。为了说明这种方法,我们创建了一个带有有形硬件接口的设计工具,以促进触觉材料草图的行为,并使用该工具设计了一个解剖探索应用程序。我们发现这种方法在设计触觉材料的非视觉特性时特别有效。该设计工具能够对材料属性的变化进行即时触觉感知,并结合动态调整的能力,从而创造出柔韧性。
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引用次数: 7
Exploring tabletops as an effective tool to foster creativity traits 探索桌面是培养创造力的有效工具
A. Catalá, J. Martínez, B. V. Dijk, S. Jordà
Creativity is a relevant characteristic for people's development as it facilitates the generation of new ideas and innovation processes. Although technology has played an important role on creativity stimulation, it still needs to be explored for a better understanding and support in the context of information and communication technologies. In this paper a basic creativity assessment model is presented and an empirical study has been conducted whose aim is to get insight into whether an interactive surface as base technology for collaborative creative tasks is promising in terms of both collaboration and creativity traits. In the study two tabletop-based platforms (a digitally-augmented, and a physical-only without computer mediation) were involved to solve a problem consisting of creating Rube-Goldberg machines. From these experiments, we have observed that in terms of creativity traits, interactive surfaces seem promising as groups working in the digital platform showed significantly more performance in fluency of thinking, were more motivated, and novelty was found near to significance. Also some issues related to collaboration and interaction were analyzed. In particular, the co-operation, the retrial fine adjustment, and the dominance showed that the properties of an interactive surface tabletop suits better for facilitating the sharing of objects and participation in conditions of co-operation by co-located participants.
创造力是人的发展的相关特征,因为它促进了新思想和创新过程的产生。虽然技术在激发创造力方面发挥了重要作用,但仍需要在信息和通信技术的背景下进行探索,以便更好地理解和支持。本文提出了一个基本的创造力评估模型,并进行了一项实证研究,其目的是深入了解交互表面作为协作创造性任务的基础技术是否在协作和创造力特征方面都有前景。在这项研究中,两个基于桌面的平台(一个是数字增强的,一个是没有计算机中介的物理平台)被用于解决一个由创建鲁宾-戈德堡机器组成的问题。从这些实验中,我们观察到,就创造力特征而言,互动表面似乎很有希望,因为在数字平台上工作的小组在思维流畅性方面表现得更出色,更有动力,并且发现新颖性接近重要性。并分析了与协作和交互相关的一些问题。特别是,合作、重审微调和优势表明,交互式桌面的特性更适合于促进共同位置参与者在合作条件下的对象共享和参与。
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引用次数: 35
Session details: School's out 会议细节:放学了
E. Hornecker
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引用次数: 0
期刊
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
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