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

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