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

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Embedded soft material displays 嵌入式软材料显示器
Eszter Ozsvald
This paper investigates methods of fabricating organic displays based on hybrid material composition. Our primary research focuses on controlling heat activated inks (thermochromic) combined with invisible, embedded electronics. We demonstrate our process through SymbiosisO, a collection of textile interfaces. This wired fabric material behaves as an organic display with a discernable matrix of sub-components, each reacting to definable impulses. The activation of thermochromic inks requires higher power than typical prototyping boards can provide. To address this we are developing a specialized controller platform that supports the necessary power handling, furthermore, by simplifying and reducing the system form factor we demonstrate that such systems can be integrated more easily and within a wider range of static and mobile applications. Our controller continues to be developed toward an end user accessible platform under the name Heatit°C.
本文研究了基于杂化材料组成的有机显示器的制备方法。我们的主要研究集中在控制热激活油墨(热致变色)结合隐形,嵌入式电子。我们通过SymbiosisO展示了我们的过程,SymbiosisO是一个纺织品界面的集合。这种有线织物材料的行为就像一个有机显示器,具有可识别的子组件矩阵,每个子组件都对可定义的脉冲作出反应。激活热致变色油墨需要比典型的原型板所能提供的更高的功率。为了解决这个问题,我们正在开发一个专门的控制器平台,支持必要的功率处理,此外,通过简化和减少系统外形因素,我们证明这样的系统可以更容易地集成在更广泛的静态和移动应用程序中。我们的控制器继续朝着最终用户可访问的平台发展,名为heat°C。
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引用次数: 4
Spatial gestures using a tactile-proprioceptive display 使用触觉本体感觉显示的空间手势
Eelke Folmer, T. Morelli
Proprioception --the human ability to sense the orientation of limbs without vision or hearing-- is one of the main drivers of motor operations and plays a significant role in input modalities such as touch and gestures. As an output modality proprioception has remained largely unexplored --though it can convey information to a user using their own body. Spatial interaction requires users to visually acquire the location of an object, which can then be manipulated using a touch or gesture. This is challenging if you are unable to see or in mobile contexts where the use of a display may be undesirable. This paper evaluates a tactile-proprioceptive display for eye and ear free 2D target acquisition and spatial interaction.
本体感觉——人类在没有视觉或听觉的情况下感知四肢方向的能力——是运动操作的主要驱动因素之一,在触摸和手势等输入方式中起着重要作用。作为一种输出方式,本体感觉在很大程度上仍未被探索——尽管它可以用用户自己的身体向用户传递信息。空间交互要求用户从视觉上获取物体的位置,然后可以通过触摸或手势来操纵物体。如果您无法看到或在不希望使用显示器的移动环境中,这是具有挑战性的。本文研究了一种触觉-本体感觉显示器,用于眼耳自由的二维目标获取和空间交互。
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引用次数: 19
Immaterial materials: designing with radio 非物质材料:用无线电设计
Jordi Solsona Belenguer, M. Lundén, Jarmo Laaksolahti, Petra Sundström
Designing with digital materials is sometimes challenging due to material properties that are for all practical purposes invisible. Here we present our work on exploring one such material, radio, and how we have worked with making radio a more tangible and accessible design material for multidisciplinary design teams to work with. Starting from an account of a previous project of ours, the LEGA project, we describe a design situation involving radio that exemplifies some of the challenges that working with radio can involve. We thereafter describe how we have used the Inspirational Bits approach to further investigate the peculiarities of radio as an immaterial design material and what possibilities it holds for interactive systems design.
使用数字材料进行设计有时是具有挑战性的,因为材料的属性对于所有实际目的都是不可见的。在这里,我们展示了我们在探索一种这样的材料,无线电,以及我们如何使无线电成为多学科设计团队工作的更有形和可访问的设计材料。从我们之前的一个项目,LEGA项目的帐户开始,我们描述了一个涉及无线电的设计情况,举例说明了无线电工作可能涉及的一些挑战。随后,我们描述了我们如何使用“灵感比特”方法来进一步研究无线电作为非物质设计材料的特性,以及它对交互系统设计的可能性。
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引用次数: 28
Shadowgram: a case study for social fabrication through interactive fabrication in public spaces Shadowgram:通过公共空间的互动制作进行社会制作的案例研究
Hideaki Ogawa, Martina Mara, C. Lindinger, M. Gardiner, Roland Haring, David Stolarsky, Emiko Ogawa, H. Hörtner
This paper describes a case study of Shadowgram as an application of interactive fabrication in public spaces to realize a creative communication environment based on an interactive installation, which generates sticker cutouts of the silhouettes of participants. In this paper, we propose an approach called Social Fabrication that stimulates communication in society. Finally, we assess the potential of our creative catalyst by installing Shadowgram in public events and through observation and analysis we examine the behavior of participants.
本文描述了Shadowgram作为互动制作在公共空间中的应用的一个案例,通过一个互动装置来实现一个创造性的交流环境,这个互动装置产生参与者剪影的贴纸。在本文中,我们提出了一种叫做社会虚构的方法来刺激社会中的交流。最后,我们通过在公共活动中安装Shadowgram来评估我们的创意催化剂的潜力,并通过观察和分析来检查参与者的行为。
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引用次数: 7
Programming materiality 编程的重要性
Joanna Berzowska
XS Labs, founded in 2002, is a design research studio that develops innovative work in the area of electronic textiles and reactive garments. Our work is informed by the technologies and techniques of craft-based practices -- weaving, stitching, embroidery, knitting, beading, or quilting -- and by the exciting possibilities afforded by modern materials with various electro-mechanical properties. This involves the development of enabling technologies, methods, and materials in the form of soft electronic circuits and composite fibers. At the same time, our projects often critique the traditional task-based and utilitarian definitions of functionality in HCI. "We consider the soft, playful, and magical aspects of these materials, so as to better adapt to the contours of the human body and the complexities of human needs and desires. Our approach often engages subtle elements of the absurd, the perverse, and the transgressive. We construct narratives that involve dark humor and romanticism as a way to drive design innovation. These integrative approaches allow us to construct composite textiles with complex functionality and sophisticated behaviors." [2] Our research agenda was originally motivated by a concern with the lack of softness in HCI applications and the desire to explore and exploit a wider range of material properties in the development of physical interfaces. We wanted to develop physical interfaces that could conform to the human body and explore the boundaries of "beyond the wrist" interaction. This is predicated on a deeper understanding of the materiality and the physicality of our computing technologies. "We are particularly concerned with the exploration of interactive forms that emphasize the natural expressive qualities of transitive materials. We focus on the aesthetics of interaction, which compels us to interrogate and to re-contextualize the materials themselves. The interaction narratives function as entry points to question some of the fundamental assumptions we make about the technologies and the materials that drive our designs." [2] Accelerating progress in all branches of science research has been redefining our fundamental design materials. [1] Materials such as conductive fibers, reactive inks, photoelectrics, and shape-memory alloys are already shaping new physical forms and new experiences that are redefining our relationship with materiality and with technology [4]. Our design philosophy at XS Labs focuses on the exploration and development of these transitive materials and technologies as a fundamental component of our design research practice. In the last three years, we have been working with Prof. Maksim Skorobogatyi to develop a new generation of composite fibers that are able to harness power directly from the human body, store that energy, or use changes in energy to change their own visual properties. The core technical innovation involves shifting this functionality entirely within the fiber itself. The g
XS实验室成立于2002年,是一家设计研究工作室,致力于开发电子纺织品和活性服装领域的创新工作。我们的工作以工艺为基础的技术和技术为基础-编织,缝合,刺绣,编织,串珠或绗缝-以及具有各种机电性能的现代材料提供的令人兴奋的可能性。这涉及到软电子电路和复合纤维形式的使能技术、方法和材料的开发。与此同时,我们的项目经常批评传统的基于任务和实用主义的HCI功能定义。“我们考虑了这些材料的柔软、有趣和神奇的方面,以便更好地适应人体的轮廓以及人类需求和欲望的复杂性。我们的方法常常包含着荒谬、反常和越界的微妙元素。我们构建包含黑色幽默和浪漫主义的叙事,作为推动设计创新的一种方式。这些综合方法使我们能够构建具有复杂功能和复杂行为的复合纺织品。”[2]我们的研究议程最初是出于对HCI应用中缺乏柔软性的关注,以及在物理界面开发中探索和利用更广泛的材料特性的愿望。我们希望开发符合人体的物理界面,并探索“超越手腕”交互的边界。这是基于对我们的计算技术的物质性和物理性的更深入的理解。“我们特别关注互动形式的探索,强调传递材料的自然表现力。我们专注于互动的美学,这迫使我们对材料本身进行询问和重新语境化。互动叙事作为切入点,质疑我们对推动我们设计的技术和材料所做的一些基本假设。”[2]科学研究各个分支的加速进步已经重新定义了我们的基本设计材料。[1]导电纤维、活性油墨、光电器件和形状记忆合金等材料已经在塑造新的物理形式和新的体验,重新定义我们与物质和技术的关系[4]。我们XS实验室的设计理念是将这些可传递材料和技术的探索和开发作为我们设计研究实践的基本组成部分。在过去的三年里,我们一直在与Maksim Skorobogatyi教授合作开发新一代复合纤维,这种纤维能够直接利用人体的能量,储存能量,或者利用能量的变化来改变自己的视觉特性。核心技术创新包括将这种功能完全转移到光纤本身。这个名为“Karma变色龙”的项目的目标是开发一种全纤维纺织品的原型,这种纺织品可以利用、感知和显示能量。从概念上讲,这构成了从集成机械电子的纺织基材的主导模型到完全集成的复合基材的根本偏离,其中纤维本身(a)利用人类产生的能量,(b)将能量直接存储在纤维内,(c)使用该能量来控制基于纤维的致动器(如纤维照明和颜色)。这种新型纤维的设计意义是双重的。首先,当一种材料集成了计算行为时,我们如何“编程”这种材料?我们通过确定材料在复合系统中的长度、形状和位置来实现这一点(在本例中,是纺织品)。我们通过将纤维切割成特定的长度,并将其放置在布料中,从而对功能性纤维进行编程,从而实现所需的功能。改变它的形状或方向会改变它的行为,不仅在视觉上是这样,在计算上也是这样。第二个更深刻的含义是,美学和设计语言(如形状、颜色或视觉组合等参数)与编程语言混为一谈。设计师在历史上一直以隐喻的方式“编程物质性”,控制物理和美学参数,从而产生突现的形式和互动。此外,今天的设计师可以用计算的方式对他们的材料和对象进行编程,这在传统上涉及一套非材料和非直觉的过程。当使用电容性纤维时,切割布料不仅会改变布料的形状和垂在身上的方式,还会改变布料的电容。 光子带隙光纤在环境光照射或传输白光时能够改变颜色[3],当使用光子带隙光纤时,切割光纤的长度将改变其末端传输光的颜色。当将形状记忆纤维整合到毛毡中时,毛毡的确切形状将决定运动的微妙定性方面:在完全停止之前,它会有多慢。此外,“编程物质性”不仅涉及利用纤维(或其他物理对象)的材料特性,而且本质上是一种表演行为,包括指令和描述的行为。就像舞台剧一样,有剧本、场景、舞台指导、灯光和声音……设计师在做出美学决定时需要考虑每种材料的程序性行为。这两者再也不能独立存在了。我们在TEI(有形的、嵌入的和具体化的交互会议)上的一个重要机会是定义一种新的语言来讨论物质性、交互性和物理交互设计。这种新语言应该整合行为概念,从而为未来设计师的培训提供路线图,这些设计师无疑将不仅通过其物理性质而且通过其计算性质来驱动行为的材料。
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引用次数: 10
Blob manipulation Blob操纵
Akira Wakita, Akito Nakano
This paper introduces Blob Manipulation, the interaction technique with fluidic soft matter. Most of the soft matters are substances between liquid and solid and possess viscoelasticity. We focus on this materiality and propose a novel interaction technique. A stirring rod is used as the input tool. When the system detects a user input such as touching, rubbing or tapping, the corresponding transformation will be executed. Six basic operations were designed to transform fluidic soft matter geometrically and topologically. Rheological user interface associated with metamorphose is expected to pioneer new possibilities for design, education and entertainment.
本文介绍了与流体软物质相互作用的Blob操作技术。大多数软物质是介于液体和固体之间的物质,具有粘弹性。我们专注于这种物质性,并提出了一种新的交互技术。搅拌棒作为输入工具。当系统检测到用户的触摸、摩擦或敲击等输入时,将执行相应的转换。设计了六种基本运算,对流体软物质进行几何和拓扑变换。与变形相关联的流变用户界面有望为设计,教育和娱乐开辟新的可能性。
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引用次数: 9
SnapToTrace: a new e-textile interface and component kit for learning computation SnapToTrace:一个新的电子纺织界面和用于学习计算的组件套件
L. Stark
Modular toolkits and electronic textiles have emerged as highly effective resources to engage new audiences in computational learning. This paper will briefly review past relevant research in these domains, paying close attention to different taxonomies that consider the role of personal fabrication. Based on this analysis and user research, I will then introduce an interface prototype that is pedagogically concerned with user scalability and multiple points of entry. A specific focus is placed on the role materials play in achieving these pedagogical goals. I will close with plans for future iterations of the circuit mat and possible directions for development.
模块化工具包和电子纺织品已经成为吸引新受众参与计算学习的高效资源。本文将简要回顾过去在这些领域的相关研究,并密切关注考虑个人虚构作用的不同分类。在此分析和用户研究的基础上,我将介绍一个界面原型,它在教学上关注用户可扩展性和多个入口点。特别关注材料在实现这些教学目标中所起的作用。我将以电路垫的未来迭代计划和可能的发展方向结束。
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引用次数: 9
TK 730 TK 730
Meg Grant, Anja Hertenberger, Leonie Urff, Ricardo O'Nascimento
In this paper, we describe the concept and process behind our work, TK 730, a typewriter that translates text into a knitted textile. TK 730 is a hybrid machine that explores the ideas of translation, encryption, language and symbols, combing materials and objects that are at once familiar and strange.
在本文中,我们描述了我们工作背后的概念和过程,TK 730,一种将文本翻译成针织纺织品的打字机。TK 730是一台混合机器,探索翻译,加密,语言和符号的想法,将材料和物体结合在一起,既熟悉又陌生。
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引用次数: 0
A Flock of Birds: bringing paper to life 一群鸟:让纸活过来
Paul Strohmeier, Kaja Vembe Swensen, C. Lapp, A. Girouard, Roel Vertegaal
In this paper we describe A Flock of Birds, an interactive, robotic origami art installation. The art installation explores folding paper as a fusion of input, output and computation while simultaneously providing its audience with a fun and exciting experience.
在本文中,我们描述了一群鸟,一个互动的,机器人折纸艺术装置。该艺术装置将折纸作为一种输入、输出和计算的融合,同时为观众提供一种有趣而激动人心的体验。
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引用次数: 5
The functional aesthetic of folding, self-similar interactions 折叠的功能美学,自相似的相互作用
M. Gardiner, R. Gardiner
We discuss a field of research concerned with the discovery and realisation of folded patterns with kinetic properties, and the design of organic experience metaphors. Since the coining of the term Oribotics in 2003, a literal conjunction of the Japanese word ORU--to fold-- and bot--a contraction of robot--this practice-based-research has delivered six successive artworks that iteratively deal with the subject of a flower that folds closed, unfolds to open. This paper will discuss the primary aesthetic function of folding and unfolding, the importance of materials, and the process of critically addressing and refining the tangible interaction over successive years and generations of Oribots. We will conclude with the advances made in the 2010 generation.
我们讨论了一个关于发现和实现具有动力学性质的折叠图案以及有机体验隐喻的设计的研究领域。自从2003年创造了“Oribotics”这个词以来,这个词是日语单词ORU(折叠)和bot(机器人的缩写)的字面结合,这个基于实践的研究已经交付了六个连续的艺术作品,这些作品迭代地处理了一朵折叠闭合,展开打开的花的主题。本文将讨论折叠和展开的主要美学功能,材料的重要性,以及在连续几年和几代Oribots中批判性地解决和改进有形交互的过程。我们将以2010年一代取得的进展作为总结。
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引用次数: 6
期刊
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
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