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

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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
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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引用次数: 0
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
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction 第六届有形、嵌入与体现互动国际会议论文集
S. Jordà, N. Parés
TEI is already in its seventh edition. This conference now counts with a solid and mature community, which is nonetheless growing every year. We are very happy to host this conference in Barcelona with one of the highest registrations ever, proving the high acceptance of the conference and its scientific value. We are also very happy to do it from Universitat Pompeu Fabra (UPF), the youngest university in Barcelona - counting only 20 years of life. We are proud to host TEI'13 from this small university (~13,000 undergraduate and graduate students), which is nonetheless (according to a recent official study by U. of Granada and U. of Zaragoza), the first university in Spain in percentage of scientific production per researcher.
TEI已经是第七版了。这个会议现在有一个坚实而成熟的社区,尽管如此,这个社区每年都在增长。我们很高兴在巴塞罗那举办这次会议,这次会议的注册人数是有史以来最高的之一,证明了会议的高度接受度及其科学价值。我们也很高兴能从庞培法布拉大学(UPF)做起,这是巴塞罗那最年轻的大学,只有20年的历史。我们很自豪地接待了来自这所小型大学(约13,000名本科生和研究生)的TEI'13,尽管如此(根据格拉纳达大学和萨拉戈萨大学最近的一项官方研究),在每个研究人员的科学产出百分比方面,它是西班牙第一所大学。
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引用次数: 14
The functional aesthetic of folding 折叠的功能性美学
M. Gardiner
Folds are everywhere throughout nature, in our DNA, in leaves, in insect wings, in the mountain forming forces of tektonic plates. We see folds in art as ancient as origami, and in design as packaging, lighting designs and surface aesthetics. Contemporary architects and designers have embraced the organic form of the fold, leveraging the complexity of computational and algorithmic design alongside the affordability of automated and programmable engineering processes and the efficiency of transforming flat sheets into three dimensions using only cuts and bends. In the fields of tangible interactions, we see artists, designers and researchers experimenting and developing new aesthetics, functions, and forms of interactions. They are inspired by the simple but elegant beauty of folded geometry, and interaction possibilities latent within the hinged surfaces of folds. Combined with new materials and technologies, this research area opens up the possibility to free the screen and sensor interfaces from the tyranny of the Euclidean plane of monitors, tablets and flat devices. Artworks such as Oribotics have been focused on flexible, foldable, shape programmed interfaces with mathematically defined geometries through an evolving series of robotic sculptures. The term oribot, literally meaning ori=fold, bot=robot, was originally inspired by the idea to bring an animation out of the flatness of the screen and into reality; to make programmable folded sculpture combined with motion graphics. This keynote addresses specific knowhow and the broader topics within the practice-based-research of Oribotics. Such as: producing kinetic folded membranes with longevity, resistance to corruption and low actuation force; applied techno-origami; biomimetics for design solutions; analysis of interaction metaphors; and horizon edge technologies, materials and ideas for future developments. The future will unfold.
褶皱在自然界中无处不在,在我们的DNA中,在树叶中,在昆虫的翅膀中,在构造板块的山体形成力中。我们在古老的折纸艺术中看到褶皱,在包装、照明设计和表面美学的设计中也看到褶皱。当代建筑师和设计师已经接受了褶皱的有机形式,利用计算和算法设计的复杂性,以及自动化和可编程工程过程的可负担性,以及仅使用切割和弯曲将平面转换为三维的效率。在有形互动领域,我们看到艺术家、设计师和研究人员尝试和开发新的美学、功能和互动形式。他们的灵感来自折叠几何的简单而优雅之美,以及折叠铰链表面潜在的相互作用可能性。结合新材料和新技术,这一研究领域开辟了将屏幕和传感器接口从显示器、平板电脑和平板设备的欧几里得平面的暴政中解放出来的可能性。像Oribotics这样的艺术作品通过一系列不断发展的机器人雕塑,专注于灵活、可折叠、具有数学定义几何形状的编程界面。oribot这个词的字面意思是ori=折叠,bot=机器人,最初的灵感来自于把动画从平面的屏幕带到现实的想法;使可编程折叠雕塑与动态图形相结合。本主题演讲涉及特定的专业知识和更广泛的主题,在基于实践的运动学研究中。如:生产寿命长、耐腐蚀、驱动力低的动态折叠膜;应用techno-origami;设计方案的仿生学;互动隐喻分析;以及地平线边缘技术、材料和未来发展的想法。未来将会展开。
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引用次数: 1
Session details: Rock that body 会话细节:摇动身体
Elise van den Hoven
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引用次数: 0
A nested APi structure to simplify cross-device communication 一个嵌套的APi结构,以简化跨设备通信
Chih-Sung Wu, Sam Mendenhall, Jayraj Jog, Loring Scotty Hoag, Ali Mazalek
In this paper we present Responsive Objects, Surfaces, and Spaces (ROSS) API, a tangible toolkit that allows designers and developers to easily build applications for heterogeneous network devices. We describe the unique nested structure of the ROSS framework that enables cross-platform and device development and demonstrate its capabilities using several prototype applications.
在本文中,我们介绍了响应对象,表面和空间(ROSS) API,这是一个有形的工具包,允许设计人员和开发人员轻松地为异构网络设备构建应用程序。我们描述了ROSS框架的独特嵌套结构,该框架支持跨平台和设备开发,并使用几个原型应用程序演示了其功能。
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引用次数: 15
StaTube: facilitating state management in instant messaging systems StaTube:促进即时消息系统中的状态管理
Doris Hausen, Sebastian Boring, Clara Lueling, Simone Rodestock, A. Butz
Instant messaging systems, such as Skype, offer text, audio and video channels for one-on-one and group conversations, both for personal and professional communication. They are commonly used at a distance, i.e., across countries and continents. To avoid disrupting other tasks, they display personal states to signal others when to contact someone and when not. This mechanism, however, heavily relies on users setting their own state correctly. In an online survey with 46 participants we found that neglecting state updates leads to unwanted messages, either because the state is incorrect or others disrespect it because they assume it to be wrong anyway. We address this situation with the StaTube, a tangible object offering (1) peripheral interaction for setting one's own state and (2) peripheral awareness of selected others' state. In an in-situ evaluation we found first indicators that (1) peripheral interaction fosters more frequent state updates and more accurate state information, and (2) that our participants felt more aware of their contacts' states due to the physical ambient representation.
即时通讯系统,如Skype,提供文本、音频和视频渠道,用于一对一和小组对话,无论是个人还是专业交流。它们通常用于远距离,即跨越国家和大陆。为了避免干扰其他任务,他们会显示个人状态,告诉别人什么时候该联系,什么时候不该联系。然而,这种机制严重依赖于用户正确设置自己的状态。在一项有46名参与者的在线调查中,我们发现忽视状态更新会导致不想要的信息,要么是因为状态不正确,要么是因为其他人认为它是错误的而不尊重它。我们用StaTube解决了这种情况,StaTube是一个有形的对象,提供(1)设置自己状态的外围交互和(2)对选定他人状态的外围感知。在现场评估中,我们发现了第一个指标:(1)外围交互促进了更频繁的状态更新和更准确的状态信息;(2)由于物理环境表征,我们的参与者更能意识到他们的联系人的状态。
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引用次数: 54
Body-centric interaction with mobile devices 与移动设备进行以身体为中心的交互
Xiang 'Anthony' Chen
Most current mobile technologies require on-screen operations for interacting with devices' visual contents. However, as a trade-off for mobility, screens usually provide limited space for interactions. To address this problem, I explore Body-Centric Interaction (BCI) -- a design theme that extends a mobile device's interaction space from screen space to body space. My research methodology follows several steps. First, I use a generative bottom-up method -- sketches and proof of concept implementations -- to frame the breadth of the design space. Second, I populate the space with related work, which also unifies what has been done. Third -- which is work in progress -- I explore the depth of promising BCI methods, with the goal of developing, refining and testing particular mobile interaction techniques.
大多数当前的移动技术都需要屏幕操作来与设备的视觉内容进行交互。然而,作为移动性的权衡,屏幕通常提供有限的交互空间。为了解决这个问题,我探索了以身体为中心的交互(BCI)——一个将移动设备的交互空间从屏幕空间扩展到身体空间的设计主题。我的研究方法有几个步骤。首先,我使用自下而上的生成方法——草图和概念实现的证明——来构建设计空间的广度。其次,我用相关的作品填充空间,这也统一了已经完成的工作。第三——这是正在进行的工作——我探索有前途的脑机接口方法的深度,目标是开发、完善和测试特定的移动交互技术。
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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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