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

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MagneTracks: a tangible constructionist toolkit for Newtonian physics MagneTracks:牛顿物理学的一个有形的建构主义工具包
Andrea Miller, Claire Rosenbaum, Paulo Blikstein
Science, Technology, Engineering, and Mathematics (STEM) have received a huge push in education during the past few years. However, current methods to teach STEM concepts often lack the ability to allow students creative and open-ended expression. While some toys on the market try to address these issues, they often fail to fulfill learning affordances to their full potential. Our system, MagneTracks, is a multi-component educational toolkit that permits users to engage in creative, exploratory, and open-ended learning of Newtonian physics. MagneTracks consists of dynamic, tangible, magnetic tracks that attach to a vertical whiteboard, a computer-based tracking program integrated into the Netlogo platform, and curriculum challenge activity cards. MagneTracks is specifically focused on teaching physics concepts but can be used to educate in other STEM fields. Initial user observation has shown positive learning outcomes and high engagement.
在过去的几年里,科学、技术、工程和数学(STEM)在教育领域得到了巨大的推动。然而,目前教授STEM概念的方法往往缺乏允许学生创造性和开放式表达的能力。虽然市场上的一些玩具试图解决这些问题,但它们往往无法充分发挥学习能力的潜力。我们的系统,MagneTracks,是一个多组件的教育工具包,允许用户从事牛顿物理学的创造性,探索性和开放式学习。MagneTracks由附着在垂直白板上的动态、有形的磁性轨道、集成在Netlogo平台上的基于计算机的跟踪程序和课程挑战活动卡组成。MagneTracks特别专注于教授物理概念,但也可用于其他STEM领域的教育。最初的用户观察显示出积极的学习成果和高参与度。
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引用次数: 6
Splash controllers: game controllers involving the uncareful manipulation of water 水花控制器:涉及不小心操纵水的游戏控制器
L. Geurts, V. Abeele
In this paper we extend the field of organic user interfaces and introduce the Splash Controller. The main concept of a Splash Controller is that a user interacts with computing technology by manipulation of water in some kind of receptacle. To this end we highlight the possibilities of Splash Controllers, specifically as game controllers. Next, we specify a simple and robust technology for the detection of water. In order to demonstrate the feasibility of a Splash Controller, we additionally present the design and development of one specific Splash Controller prototype.
本文扩展了有机用户界面领域,并介绍了Splash控制器。喷水控制器的主要概念是用户通过操纵某种容器中的水与计算技术进行交互。为此,我们强调了Splash控制器的可能性,特别是作为游戏控制器。接下来,我们指定了一种简单而可靠的水检测技术。为了证明飞溅控制器的可行性,我们还提出了一个特定的飞溅控制器原型的设计和开发。
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引用次数: 27
DressUp: a 3D interface for clothing design with a physical mannequin DressUp:一个带有实体人体模型的服装设计3D界面
Amy Wibowo, Daisuke Sakamoto, J. Mitani, T. Igarashi
This paper introduces DressUp, a computerized system for designing dresses with 3D input using the form of the human body as a guide. It consists of a body-sized physical mannequin, a screen, and tangible prop tools for drawing in 3D on and around the mannequin. As the user draws, he/she modifies or creates pieces of digital cloth, which are displayed on a model of the mannequin on the screen. We explore the capacity of our 3D input tools to create a variety of dresses. We also describe observations gained from users designing actual physical garments with the system.
本文介绍了以人体形态为指导,进行服装三维输入设计的计算机化系统DressUp。它包括一个身体大小的物理人体模型,一个屏幕,以及有形的道具工具,用于在人体模型上和周围进行3D绘图。当用户绘图时,他/她修改或创建数字布料,这些布料显示在屏幕上的人体模型上。我们探索我们的3D输入工具的能力,以创建各种服装。我们还描述了从使用该系统设计实际物理服装的用户获得的观察结果。
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引用次数: 40
Process pad: a low-cost multi-touch platform to facilitate multimodal documentation of complex learning 过程垫:一个低成本的多点触摸平台,以促进复杂学习的多模式文档
S. Salehi, Jain Kim, Colin Meltzer, Paulo Blikstein
This paper introduces Process Pad, an interactive, low-cost multi-touch tabletop platform designed to capture students' thought process and facilitate their explanations. Process Pad is designed to help students improve their thinking skills and meta-cognition in various subjects. The system is intended to dynamically externalize how a student arrives at the final answer. Process Pad enables the documentation of students' think-aloud narratives that would otherwise be tacit. Our focus is on identifying and understanding key themes in creating opportunities for students to externalize and represent their thought process using multimodal data. From our user observations, we gleaned four design perspectives as essential criteria based upon which we form our design decisions: flexibility, tangibility, collaboration and affordability. Our initial results show that for many users explaining their reasoning or problem-solving procedure is a challenging activity in itself, and for learners to be able to deepen their understanding by narrating or re-enacting a process there would be many intervening steps. To address these challenges we designed scaffolding activities, which made use of the system's affordances to improve students' explanation skills.
本文介绍了Process Pad,这是一个交互式、低成本的多点触控桌面平台,旨在捕捉学生的思维过程并促进他们的解释。Process Pad旨在帮助学生提高各学科的思维能力和元认知能力。该系统旨在动态地将学生如何得出最终答案具体化。Process Pad能够记录学生的有声思考叙述,否则这些叙述将是默契的。我们的重点是识别和理解关键主题,为学生创造机会,用多模态数据来具体化和表达他们的思维过程。从我们的用户观察中,我们收集了四个设计观点作为我们形成设计决策的基本标准:灵活性,可操作性,协作性和可负担性。我们的初步结果表明,对于许多用户来说,解释他们的推理或解决问题的过程本身就是一项具有挑战性的活动,对于学习者来说,通过叙述或重新制定一个过程来加深他们的理解,将有许多中间步骤。为了应对这些挑战,我们设计了脚手架活动,利用系统的辅助功能来提高学生的解释技能。
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引用次数: 5
Designing and building inexpensive flexible circuits 设计和建造廉价的柔性电路
Aneesh P. Tarun, Peng Wang
Interest in flexible and non-planar devices has put a spotlight on flexible circuits, a technology that has been around for more than forty years. This Studio will introduce the prototyping of flexible electronic circuits at a low cost. The participants will be participating in brainstorming an interesting electronic project, designing circuit layout for it, etching and building functional flexible circuits.
人们对柔性和非平面器件的兴趣使柔性电路成为人们关注的焦点,这种技术已经存在了四十多年。本工作室将介绍低成本柔性电子电路的原型设计。参与者将参与一个有趣的电子项目的头脑风暴,设计电路布局,蚀刻和构建功能灵活的电路。
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引用次数: 5
Session details: Come out and play 会话细节:出来玩
Ali Mazalek
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引用次数: 0
Toward game orchestration: tangible manipulation of in-game experiences 面向游戏编排:游戏内部体验的有形操作
T. Graham, Quentin Bellay, Irina Schumann, Amir Sepasi
We define game orchestration as the activity of creating experiences for game players at run-time. This paper presents a design space for game orchestration techniques, and describes two novel game orchestration systems.
我们将游戏编排定义为在运行时为游戏玩家创造体验的活动。本文提出了游戏编排技术的设计空间,并描述了两种新颖的游戏编排系统。
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引用次数: 2
The memory of a tree: an interactive storytelling installation 一棵树的记忆:一个互动的故事装置
Hyunjoo Oh, António Gomes
Interactive art has emerged as a distinctive genre in media art that relies on digital contents to express the artist's message. Situated within this field, this work presents an approach to multimedia storytelling that allows audience members to control separate but overlapping parts of the story chapters. We believe that the system engages its audience with a high level of immersion due to its combination of digital computation and tangibility; the tangible system supports a stronger connection to the storytelling than traditional screen-based systems, helping to bridge the gap between the physical world and cyberspace within the field of multimedia storytelling 1]. Consequently, it offers significant potential to share storytelling among a group based its immersive environment and support for embodied interaction paradigms.
互动艺术已经成为依靠数字内容来表达艺术家信息的媒体艺术的独特流派。在这个领域,这项工作提出了一种多媒体讲故事的方法,允许观众控制故事章节的独立但重叠的部分。我们认为,由于数字计算和有形性的结合,该系统使观众沉浸其中;与传统的基于屏幕的系统相比,有形系统支持更强的讲故事联系,有助于在多媒体讲故事领域弥合物理世界和网络空间之间的差距[1]。因此,基于沉浸式环境和对具体化交互范例的支持,它提供了在群体中分享故事的巨大潜力。
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引用次数: 2
The Hum: interacting with an actuated ambient organism 嗡嗡声:与被驱动的环境有机体相互作用
Andrea Nesbitt, Matthew Rabinovitch, A. Girouard, Roel Vertegaal
The Hum is an immersive art installation filled with hundreds of suspended furred catkins surrounding a cocoon. As visitors enter the space, catkins twitch, shiver and hum. In The Hum, we explore the idea of computers that communicate ephemerally through alterations of room and space.
嗡嗡声是一个沉浸式的艺术装置,充满了数百个悬浮的毛茸茸的柳絮围绕着一个茧。当游客进入这个空间时,柳絮抽搐、颤抖、嗡嗡作响。在《嗡嗡声》中,我们探索了计算机通过改变房间和空间进行短暂交流的想法。
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引用次数: 0
Jing Hua: interacting with virtual flowers in a physical garden 京华:在实体花园中与虚拟花朵互动
Jifei Ou
This paper presents a novel interactive installation "Jing Hua", which augments physical garden with virtual flowers. Visitors influence the growth of virtual flowers by manipulating a tangible interface: a white oversized bowl, on which the flowers are projected. The installation sought to explore how the physical environment and digital projection can be naturally merged to evoke subjects' mixed experience of aesthetics.
本文提出了一种新颖的互动装置“景花”,它用虚拟的花朵增加了物理花园。参观者通过操纵一个有形的界面来影响虚拟花朵的生长:一个白色的超大碗,上面投射着花朵。该装置试图探索物理环境和数字投影如何自然融合,以唤起主体的混合美学体验。
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引用次数: 3
期刊
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
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