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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
Birds on paper: an alternative interface to compose music by utilizing sketch drawing and mobile device 纸上小鸟:利用素描和移动设备创作音乐的另一种界面
Chenwei Chiang, Shu-Chuan Chiu, Anak Agung Gede Dharma, Kiyoshi Tomimatsu
In this paper we describes a new concept of utilizing a mobile device or Personal Digital Assistant (PDA) for musical composition. We design a new interface that combines the ease of use of a pencil and the portability and customizability of mobile device. Our proposed kit involves the affordances provided by paper computing in order to provide user experiences to novice users. By effectively using the principle of electrical conductivity and signal processing, we have developed a functional prototype ("Birds on Paper") that enables users to compose their own music. Our proposed kit consists of 4 main elements, i.e.: pencil, birds-shaped sensor, hub connector, and mobile device or PDA. Pencil can be applied on a piece of paper as the main medium to visualize the musical composition. Touching the graphite surface of the drawing will trigger an audio feedback in the form of musical notes. Musical notes will be generated based on the thickness and the length of the pencil drawings, thus enables users to intuitively compose the music according to their preference. In addition to the description of the kit, we also discuss the concept behind the design and possible user scenarios.
在本文中,我们描述了一个利用移动设备或个人数字助理(PDA)进行音乐创作的新概念。我们设计了一个新的界面,它结合了铅笔的易用性和移动设备的便携性和可定制性。我们提出的工具包包括纸质计算提供的功能,以便为新手用户提供用户体验。通过有效地利用电导率和信号处理原理,我们开发了一个功能原型(“纸上的鸟”),使用户能够创作自己的音乐。我们建议的套件由4个主要元素组成,即:铅笔,鸟形传感器,集线器连接器和移动设备或PDA。铅笔可以应用在一张纸上作为主要的媒介来形象化的音乐作品。触摸绘图的石墨表面会触发音符形式的音频反馈。根据铅笔画的粗细和长度生成音符,使用户可以直观地根据自己的喜好作曲。除了对工具包的描述之外,我们还讨论了设计背后的概念和可能的用户场景。
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引用次数: 8
Session details: Graduate student consortium 会议详情:研究生联合体
Caroline Hummels, Amon Millner, Orit Shaer
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引用次数: 0
BodyExplorerAR: enhancing a mannequin medical simulator with sensing and projective augmented reality for exploring dynamic anatomy and physiology BodyExplorerAR:增强人体模型医学模拟器与传感和投影增强现实探索动态解剖和生理
J. Samosky, Douglas A. Nelson, Bo Wang, R. Bregman, A. Hosmer, B. Mikulis, R. A. Weaver
BodyExplorerAR is a system designed to enhance a learner's ability to explore anatomy, physiology and clinical interventions though naturalistic interaction with an augmented reality enhanced full-body mannequin simulator. We are developing a platform that integrates projective AR and multi-modal sensor inputs. A user can use an IR pen to open, resize and move viewports providing windows into the body that can display dynamic anatomy. The user can point to an organ and display additional information such as graphs of physiological parameters or heart sounds. Custom sensing systems provide natural interactions with common medical devices such as syringes, breathing tubes and catheters. A user can open a window displaying the beating heart in situ, display an electrocardiogram (ECG), then inject drugs and see and hear changes in heart rate. Our goal is an engaging experience that empowers a learner to create customized, media-rich explorations revealing the internal consequences of external actions.
BodyExplorerAR是一个系统,旨在通过与增强现实增强全身人体模型模拟器的自然互动,提高学习者探索解剖学,生理学和临床干预的能力。我们正在开发一个集成投影增强现实和多模态传感器输入的平台。用户可以使用红外笔打开、调整大小和移动视口,为身体提供可以显示动态解剖结构的窗口。用户可以指向一个器官,并显示额外的信息,如生理参数图表或心音。定制传感系统提供与常见医疗设备(如注射器、呼吸管和导管)的自然交互。用户可以打开一个窗口,显示原地跳动的心脏,显示心电图(ECG),然后注射药物,看到和听到心率的变化。我们的目标是提供一种引人入胜的体验,使学习者能够创建定制的、丰富的媒体探索,揭示外部行为的内部后果。
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引用次数: 28
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
Session details: Come out and play 会话细节:出来玩
Ali Mazalek
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引用次数: 0
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
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
LSP
Edwin van der Heide
LSP is a research trajectory exploring the relationship between sound and three dimensional image by means of laser projection, resulting in live performances and immersive installations. In 1815 Nathaniel Bowditch described a way to produce visual patterns by using a sine wave for the horizontal movement of a point and another sine wave for the vertical movement of that point. The shape of the resulting patterns depends on the frequency and phase relationships of the two sine waves and are known as Lissajous figures, or Bowditch curves. LSP interprets Bowditch's work as starting point to develop real-time relationships between sound and image. The sine waves used to create the visual shapes can, while being within our auditory frequency range, at the same time be interpreted as audio signals and therefor define a direct relationship between sound and image. This means that frequency ratios between sounds, de-tuning and phase shifts have a direct visual counterpart and vice versa. Although theoretically all sounds can be seen as sums of multiple sine waves, music in general is often too complex to result in interesting visual patterns. The research of LSP focuses therefor on creating, structuring and composing signals that have both a structural musical quality and a structural time-based visual quality. Different models for the relationship between sound and image are used throughout the performance. When audio is combined with video projection the spatial perception of sound is often being reduced because the two-dimensional nature of the image interferes with the three-dimensional nature of sound. By using lasers in combination with a medium (i.e. fog) to visualize the light in space, it becomes possible to create a three-dimensional changing environment that surrounds the audience. The environment challenges the audience to change their perspective continuously since there are multiple ways of looking at it.
LSP是一种通过激光投影来探索声音与三维图像之间关系的研究轨迹,从而产生现场表演和沉浸式装置。1815年,纳撒尼尔·鲍迪奇(Nathaniel Bowditch)描述了一种产生视觉图案的方法,他用正弦波表示一个点的水平运动,另一个正弦波表示该点的垂直运动。所得到的图形的形状取决于两个正弦波的频率和相位关系,被称为利萨若曲线或鲍迪奇曲线。LSP将Bowditch的作品理解为发展声音与图像之间实时关系的起点。用于创造视觉形状的正弦波,虽然在我们的听觉频率范围内,同时可以被解释为音频信号,从而定义声音和图像之间的直接关系。这意味着声音之间的频率比,去调谐和相移具有直接的视觉对应物,反之亦然。虽然从理论上讲,所有的声音都可以看作是多个正弦波的总和,但音乐通常过于复杂,无法产生有趣的视觉模式。因此,LSP的研究重点是创建、构造和组合既具有结构性音乐品质又具有结构性基于时间的视觉品质的信号。在整个表演过程中,声音和图像之间的关系使用了不同的模型。当音频与视频投影相结合时,声音的空间感往往会降低,因为图像的二维性质会干扰声音的三维性质。通过将激光与介质(如雾)结合使用来可视化空间中的光,可以创建围绕观众的三维变化环境。环境挑战观众不断改变他们的视角,因为有多种看待它的方式。
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Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
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