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

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Object shape and touch sensing on interactive tables with optical fiber sensors 基于光纤传感器的交互式桌子上的物体形状和触摸传感
K. Go, K. Nonaka, Koji Mitsuke, M. Morisawa
In this paper, we present an approach for sensing object shapes and touching of interactive tables based on diffuse illumination (DI) and frustrated total internal reflection (FTIR) and other infrared-based tracking approaches. Our approach uses tangible objects with series connection of optical fibers as bend and touch sensors. The approach enables detection of object deformations and touched points on the object with no modification of the original tabletop-based tracking system. We present the basic concept and an initial evaluation of the approach.
在本文中,我们提出了一种基于漫射照明(DI)和受挫全反射(FTIR)以及其他基于红外的跟踪方法来感知物体形状和触摸交互式桌子的方法。我们的方法使用光纤串联的有形物体作为弯曲和触摸传感器。该方法可以检测物体变形和物体上的触摸点,而无需修改原始的基于桌面的跟踪系统。我们提出了该方法的基本概念和初步评价。
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引用次数: 7
Don't forget about the sweat: effortful embodied interaction in support of learning 不要忘记汗水:支持学习的努力体现互动
L. Lyons, B. Slattery, Priscilla Jimenez Pazmino, B. L. Silva, T. Moher
This paper describes a frequently-overlooked aspect of embodied interaction design: physical effort. Although exertion is the direct goal of many embodied activities (e.g., exergames), and is used indirectly to discourage certain user interactions (as with affordances), exertion has not been used to support direct expressive interaction with an embodied system. Situating exertion in both psychological and physiological literature, this paper suggests guidelines for employing exertion as more than just an incidental component of proprioception in embodied interaction designs. Specifically, the linkages between exertion, affect, and recall are reviewed and analyzed for their potential to support embodied learning activities, and literature concerning human perceptions of effort is reviewed to help designers understand how to incorporate effort more directly and intentionally in embodied interaction designs. Also presented is an illustration of how these guidelines affected the design of an educational embodied interaction experience for an informal learning setting.
本文描述了具体化交互设计中一个经常被忽视的方面:体力劳动。尽管消耗是许多具身活动(游戏邦注:如exergames)的直接目标,并间接用于阻碍某些用户交互(如与可视性),但消耗并未用于支持与具身系统的直接表达交互。在心理学和生理学的文献中,本文提出了在具身交互设计中使用用力不仅仅是本体感觉的附带成分的指导方针。具体来说,我们回顾和分析了努力、情感和回忆之间的联系,分析了它们支持具身学习活动的潜力,并回顾了有关人类对努力的感知的文献,以帮助设计师理解如何更直接和有意地将努力纳入具身交互设计中。此外,本文还举例说明了这些指导原则如何影响非正式学习环境中教育具体化互动体验的设计。
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引用次数: 55
Session details: Studios 会议详情:
Nick Graham, Michael Horn
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引用次数: 0
SparkFun Electronics ProtoSnap and repurposed electronics SparkFun电子产品ProtoSnap和重新利用的电子产品
Lindsay Levkoff, Peter Dokter
SparkFun Electronics will host a workshop based on the popular ProtoSnap development board (Arduino-compatible). The workshop will begin with an introduction to ProtoSnap & Arduino including code examples to get everyone comfortable and then we will have some fun creating sketches in Processing. Once everyone has successfully written some code we will split into small groups and explore avenues of usage with a focus on repurposing or recycling items and technologies. Participants are encouraged to bring interesting and unusual treasures that are begging to be hacked. Our team will facilitate a fun, hands-on hacking session.
SparkFun Electronics将举办一个基于流行的ProtoSnap开发板(arduino兼容)的研讨会。研讨会将从介绍ProtoSnap和Arduino开始,包括代码示例,让每个人都感到舒适,然后我们将在处理中创建一些有趣的草图。一旦每个人都成功地编写了一些代码,我们将分成小组,探索使用的途径,重点是重新利用或回收项目和技术。鼓励参与者带来有趣和不寻常的宝藏,乞求被破解。我们的团队将提供一个有趣的,动手的黑客会议。
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引用次数: 1
Glassblowing: forming a computational glass material 吹制玻璃:形成计算玻璃材料
David Holman
Glassblowing is an artistry that shapes, forms, and manipulates molten glass. Using fire and air, glass is repeatedly melted and inflated until an aesthetic surface geometry is satisfied. Studio participants will learn and experience this art first hand. Beginning with a small glass object, they will then follow suit by making a larger and more complex shape. Finally, led by Arduino and a DIY approach, these glass objects will be imbued with pixels and sensing, ultimately forming a computational glass material.
玻璃吹制是一种艺术,形状,形式,并操纵熔融玻璃。使用火和空气,玻璃反复熔化和膨胀,直到满足美学表面几何形状。工作室的参与者将学习和体验这种艺术的第一手资料。从一个小的玻璃物体开始,他们会跟着做一个更大更复杂的形状。最后,在Arduino和DIY方法的引导下,这些玻璃物体将充满像素和传感,最终形成计算玻璃材料。
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引用次数: 2
Session details: One step beyond 会话细节:超越一步
A. Antle
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引用次数: 0
Exploring peripheral interaction design for primary school teachers 探索小学教师的周边交互设计
Saskia Bakker, E. V. D. Hoven, Berry Eggen, K. Overbeeke
This paper explores the concept of peripheral interactions; interactions with technology that take place in the background or periphery of the attention. We present two designs for a classroom setting. CawClock makes selected time frames audible in order to provide teachers with awareness of time. NoteLet is designed to support the teacher in observing children's behavior, by enabling him or her to take pictures of the classroom through straightforward interactions on a bracelet. A qualitative, two-week exploration of both systems in a classroom revealed that the soundscapes of CawClock indeed shifted to the periphery of the attention and supported the teacher's time awareness. The actions with NoteLet did not shift to the periphery. However, the tangible aspects of NoteLet seemed to facilitate the interaction to be quick and simple, which may indicate that it could shift to the periphery with more practice. Tangible interaction therefore seems a promising interaction style for this purpose.
本文探讨了外围互动的概念;与技术的互动发生在背景或外围的注意。我们提出了两种教室设置的设计。CawClock使选定的时间框架可听到,以便为教师提供时间意识。NoteLet的设计是为了帮助老师观察孩子们的行为,让他或她通过一个手镯上直接的互动来拍摄教室的照片。对两种系统在课堂上进行的为期两周的定性探索表明,CawClock的音景确实转移到了注意力的外围,并支持了教师的时间意识。NoteLet的作用没有转移到外围。然而,NoteLet的有形方面似乎促进了互动的快速和简单,这可能表明它可以通过更多的实践向外围转移。因此,有形交互似乎是实现这一目的的一种很有前途的交互方式。
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引用次数: 45
Mobile Lorm Glove: introducing a communication device for deaf-blind people 移动手套:介绍一种聋哑盲人的交流设备
Ulrike Gollner, T. Bieling, Gesche Joost
Marginalized communities like deaf-blind people are excluded from several forms of communication. This paper introduces a novel system of interaction to support deafblind people's communication and therefore enhance their independence. We introduce the Mobile Lorm Glove: a mobile communication and translation device for the deafblind. The glove translates the hand-touch alphabet Lorm, a common form of communication used by people with both hearing and sight impairment, into text and vice versa. We will present a hardware prototype, created in a participatory design process, which enables the deaf-blind user to compose messages via fabric pressure sensors placed on the palm of the glove to be transmitted as an SMS to the receiver's handheld. Initiated by small vibrating motors located on the back of the glove, tactile feedback patterns allow the wearer to perceive incoming messages. We discuss related work, prototype design and interaction design and application scenarios. We conclude with an outlook into further research.
聋哑人等边缘化群体被排除在几种形式的交流之外。本文介绍了一种新的互动系统,以支持聋哑人的交流,从而提高他们的独立性。我们介绍了移动手套:一种为聋哑人提供的移动通信和翻译设备。这款手套可以将听力和视力都有障碍的人常用的手语Lorm翻译成文字,反之亦然。我们将展示一个在参与式设计过程中创建的硬件原型,它使聋哑用户能够通过放置在手套手掌上的织物压力传感器撰写信息,并将其作为短信发送到接收者的手持设备。由位于手套背面的小型振动马达启动,触觉反馈模式允许佩戴者感知传入的信息。我们讨论了相关工作、原型设计和交互设计以及应用场景。最后,我们对进一步的研究进行了展望。
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引用次数: 79
Inflated roly-poly 膨胀的矮胖的
H. Kwon, Seok-Hyung Bae, Hwan Kim, Woohun Lee
We present an air-contained display medium that can be directly deformed and spatially moved by various physical interaction techniques for interactive games. We first investigated familiar objects in our everyday lives that allow users to easily anticipate the idea of exertion interaction. We then introduce a novel concept of interactive medium, dubbed Inflated Roly-Poly, which consists of an inflated body with a roly-poly structure. This device receives physical input, provides passive haptic feedback and allows spatial interaction. We discuss a number of interaction techniques with game applications on Inflated Roly-Poly that presents an engaging experience through full-body interaction. Finally, we conducted an experience workshop with four participants. The workshop proved that an inflated screen coupled with a roly-poly structure exceeds the capabilities of the rigid touch screens in terms of engagement in physical interaction.
我们提出了一种包含空气的显示介质,可以通过各种物理交互技术直接变形和空间移动,用于互动游戏。我们首先研究了我们日常生活中熟悉的物体,这些物体可以让用户轻松地预测运动互动的想法。然后,我们引入了一种新的交互介质概念,称为充气的poly -poly,它由一个具有poly -poly结构的充气体组成。该设备接收物理输入,提供被动触觉反馈,并允许空间交互。我们讨论了一些与游戏应用程序的交互技术,通过全身交互呈现引人入胜的体验。最后,我们举办了一个有四人参加的体验工作坊。研讨会证明,在物理交互的参与方面,一个充气的屏幕加上一个卷曲的多边形结构超过了刚性触摸屏的能力。
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引用次数: 10
Integrating physiotherapy with everyday life: exploring the space of possibilities through ReHandles 将物理治疗与日常生活相结合:通过ReHandles探索可能性的空间
Naveen Bagalkot, Tomas Sokoler, Riyaj Shaikh
Recently there have been concerns to investigate the general issues of design within the field of designing pervasive rehabilitation technology. In this paper we take these concerns as points-of-departure to explore the possible roles that digital technology can be designed to take, for supporting the integration of physiotherapy with the everyday life of the rehabilitees. Informed by the perspective of embodied interaction we engaged in four design explorations that were driven by a process of sketching-in-hardware. We take advantage of the rich social, material and physical everyday practices of the rehabilitees in these situations to design four interactive sketches. We reflect on the sketches and the explorations and synthesize our experiences in the form of an emerging space of possibilities. We position these possibilities as particular directions that future endeavors can take in order to design rehabilitation technology that supports an integration of physiotherapy with the everyday life.
最近,人们开始关注在设计普适康复技术领域内的一般设计问题。在本文中,我们以这些问题为出发点,探索数字技术在支持物理治疗与康复者日常生活的整合方面可能发挥的作用。从具身交互的角度来看,我们进行了四次设计探索,这些探索都是由硬件草图的过程驱动的。我们利用这些情况下康复者丰富的社会、物质和身体日常实践,设计了四个互动草图。我们对草图和探索进行反思,并将我们的经验以一个新兴的可能性空间的形式综合起来。我们将这些可能性定位为未来努力可以采取的特定方向,以设计支持物理治疗与日常生活相结合的康复技术。
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引用次数: 15
期刊
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
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