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.
{"title":"Jing Hua: interacting with virtual flowers in a physical garden","authors":"Jifei Ou","doi":"10.1145/2148131.2148229","DOIUrl":"https://doi.org/10.1145/2148131.2148229","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130991820","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Process pad: a low-cost multi-touch platform to facilitate multimodal documentation of complex learning","authors":"S. Salehi, Jain Kim, Colin Meltzer, Paulo Blikstein","doi":"10.1145/2148131.2148186","DOIUrl":"https://doi.org/10.1145/2148131.2148186","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128883209","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Toward game orchestration: tangible manipulation of in-game experiences","authors":"T. Graham, Quentin Bellay, Irina Schumann, Amir Sepasi","doi":"10.1145/2148131.2148171","DOIUrl":"https://doi.org/10.1145/2148131.2148171","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127147479","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Designing and building inexpensive flexible circuits","authors":"Aneesh P. Tarun, Peng Wang","doi":"10.1145/2148131.2148221","DOIUrl":"https://doi.org/10.1145/2148131.2148221","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121029955","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","authors":"S. Jordà, N. Parés","doi":"10.1145/2148131","DOIUrl":"https://doi.org/10.1145/2148131","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121470772","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"The functional aesthetic of folding","authors":"M. Gardiner","doi":"10.1145/2148131.2148133","DOIUrl":"https://doi.org/10.1145/2148131.2148133","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"164 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115240389","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Rock that body","authors":"Elise van den Hoven","doi":"10.1145/3256396","DOIUrl":"https://doi.org/10.1145/3256396","url":null,"abstract":"","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125956811","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"A nested APi structure to simplify cross-device communication","authors":"Chih-Sung Wu, Sam Mendenhall, Jayraj Jog, Loring Scotty Hoag, Ali Mazalek","doi":"10.1145/2148131.2148180","DOIUrl":"https://doi.org/10.1145/2148131.2148180","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126809773","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"StaTube: facilitating state management in instant messaging systems","authors":"Doris Hausen, Sebastian Boring, Clara Lueling, Simone Rodestock, A. Butz","doi":"10.1145/2148131.2148191","DOIUrl":"https://doi.org/10.1145/2148131.2148191","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122325033","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Body-centric interaction with mobile devices","authors":"Xiang 'Anthony' Chen","doi":"10.1145/2148131.2148226","DOIUrl":"https://doi.org/10.1145/2148131.2148226","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115009702","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}