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.
{"title":"Object shape and touch sensing on interactive tables with optical fiber sensors","authors":"K. Go, K. Nonaka, Koji Mitsuke, M. Morisawa","doi":"10.1145/2148131.2148158","DOIUrl":"https://doi.org/10.1145/2148131.2148158","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"28 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":"133495291","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}
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.
{"title":"Don't forget about the sweat: effortful embodied interaction in support of learning","authors":"L. Lyons, B. Slattery, Priscilla Jimenez Pazmino, B. L. Silva, T. Moher","doi":"10.1145/2148131.2148149","DOIUrl":"https://doi.org/10.1145/2148131.2148149","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"32 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":"129798224","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: Studios","authors":"Nick Graham, Michael Horn","doi":"10.1145/3256404","DOIUrl":"https://doi.org/10.1145/3256404","url":null,"abstract":"","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"14 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":"133081233","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}
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.
{"title":"SparkFun Electronics ProtoSnap and repurposed electronics","authors":"Lindsay Levkoff, Peter Dokter","doi":"10.1145/2148131.2148223","DOIUrl":"https://doi.org/10.1145/2148131.2148223","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"58 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":"114869033","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}
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.
{"title":"Glassblowing: forming a computational glass material","authors":"David Holman","doi":"10.1145/2148131.2148222","DOIUrl":"https://doi.org/10.1145/2148131.2148222","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"16 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":"114717456","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: One step beyond","authors":"A. Antle","doi":"10.1145/3256402","DOIUrl":"https://doi.org/10.1145/3256402","url":null,"abstract":"","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"6 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":"114756877","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}
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.
{"title":"Exploring peripheral interaction design for primary school teachers","authors":"Saskia Bakker, E. V. D. Hoven, Berry Eggen, K. Overbeeke","doi":"10.1145/2148131.2148184","DOIUrl":"https://doi.org/10.1145/2148131.2148184","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"42 11 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":"133812405","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}
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.
{"title":"Mobile Lorm Glove: introducing a communication device for deaf-blind people","authors":"Ulrike Gollner, T. Bieling, Gesche Joost","doi":"10.1145/2148131.2148159","DOIUrl":"https://doi.org/10.1145/2148131.2148159","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"35 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":"124989738","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}
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.
{"title":"Inflated roly-poly","authors":"H. Kwon, Seok-Hyung Bae, Hwan Kim, Woohun Lee","doi":"10.1145/2148131.2148172","DOIUrl":"https://doi.org/10.1145/2148131.2148172","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"12 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":"129877742","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}
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.
{"title":"Integrating physiotherapy with everyday life: exploring the space of possibilities through ReHandles","authors":"Naveen Bagalkot, Tomas Sokoler, Riyaj Shaikh","doi":"10.1145/2148131.2148152","DOIUrl":"https://doi.org/10.1145/2148131.2148152","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"24 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":"120954144","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}