This studio will combine familiar rapid prototyping tools with unfamiliar materials to demonstrate how to fabricate electronic devices. Participants will design and fabricate a laser cut capacitive touch pad and a printed organic light emitting diode (OLED) display that can be combined to create a unique custom game.
{"title":"Fabricating electronics with rapid prototyping tools","authors":"John Sarik, C. Li, I. Kymissis","doi":"10.1145/2148131.2148212","DOIUrl":"https://doi.org/10.1145/2148131.2148212","url":null,"abstract":"This studio will combine familiar rapid prototyping tools with unfamiliar materials to demonstrate how to fabricate electronic devices. Participants will design and fabricate a laser cut capacitive touch pad and a printed organic light emitting diode (OLED) display that can be combined to create a unique custom game.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"331 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":"115972209","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}
Working with digital devices, we often do not focus on one task but switch back and forth between several tasks. Usually some of these tasks are only small secondary tasks. But in contrast to the analog world, where we can carry out such tasks in the periphery of our attention (e.g., drinking a cup of tea while being engaged in a conversation), digital devices normally force us to switch windows, context and thereby the center of our attention independent from the magnitude of the task. To improve multitasking with small tasks (e.g., setting the IM state) I am taking a closer look at peripheral interaction, interaction that can be carried out in the periphery of our attention. Thereby I want to minimize disruption by secondary tasks, to carry out both types of tasks, primary and peripheral, more efficiently. To achieve that goal I developed a preliminary classification and selected several aspects to investigate in more detail.
{"title":"Peripheral interaction: facilitating interaction with secondary tasks","authors":"Doris Hausen","doi":"10.1145/2148131.2148227","DOIUrl":"https://doi.org/10.1145/2148131.2148227","url":null,"abstract":"Working with digital devices, we often do not focus on one task but switch back and forth between several tasks. Usually some of these tasks are only small secondary tasks. But in contrast to the analog world, where we can carry out such tasks in the periphery of our attention (e.g., drinking a cup of tea while being engaged in a conversation), digital devices normally force us to switch windows, context and thereby the center of our attention independent from the magnitude of the task. To improve multitasking with small tasks (e.g., setting the IM state) I am taking a closer look at peripheral interaction, interaction that can be carried out in the periphery of our attention. Thereby I want to minimize disruption by secondary tasks, to carry out both types of tasks, primary and peripheral, more efficiently. To achieve that goal I developed a preliminary classification and selected several aspects to investigate in more detail.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"131 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":"127022491","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}
A prevalent assumption behind interface approaches that employ physical means of interaction is that this leverages users' prior knowledge from the real world. This paper scrutinizes the assumption that this knowledge can be seamlessly transferred to computer-augmented situations. TEI needs design strategies that acknowledge the hybrid nature of our systems. A change of focus is advocated: from support of intuitive use to the design of seamful mappings and the support of reflection and learning to enable appropriation and a better understanding of the systems we use.
{"title":"Beyond affordance: tangibles' hybrid nature","authors":"E. Hornecker","doi":"10.1145/2148131.2148168","DOIUrl":"https://doi.org/10.1145/2148131.2148168","url":null,"abstract":"A prevalent assumption behind interface approaches that employ physical means of interaction is that this leverages users' prior knowledge from the real world. This paper scrutinizes the assumption that this knowledge can be seamlessly transferred to computer-augmented situations. TEI needs design strategies that acknowledge the hybrid nature of our systems. A change of focus is advocated: from support of intuitive use to the design of seamful mappings and the support of reflection and learning to enable appropriation and a better understanding of the systems we use.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"47 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":"127423280","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}
This paper describes the development of an actuated shape-changing surface as a way to explore the emergent expressive qualities of computational composites. Preliminary tests demonstrate the surface's potential to move in space following variations on its texture and topology patterns. Findings from this research are expected to shed light on how to design kinetic interfaces.
{"title":"Exploring the expressiveness of shape-changing surfaces","authors":"Alice Bodanzky","doi":"10.1145/2148131.2148235","DOIUrl":"https://doi.org/10.1145/2148131.2148235","url":null,"abstract":"This paper describes the development of an actuated shape-changing surface as a way to explore the emergent expressive qualities of computational composites. Preliminary tests demonstrate the surface's potential to move in space following variations on its texture and topology patterns. Findings from this research are expected to shed light on how to design kinetic interfaces.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"112 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":"132174623","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}
Fabian Hennecke, Raphael Wimmer, Eduard Vodicka, A. Butz
We present Vertibles, a set of Tangible User Interface (TUI) objects employing a vacuum-based adhesion effect. This effect allows attaching them to arbitrarily inclined surfaces, bringing the benefit of TUIs to vertical interactive surfaces. In contrast to other vertically attachable TUIs, Vertibles stick to a wide range of surface materials and work with optical as well as electric object tracking techniques for interactive surfaces. We present an overview of approaches for sticking objects onto vertical surfaces, describe the technical principle and properties of our solution, and document implementation details of a number of Vertibles prototypes.
{"title":"Vertibles: using vacuum self-adhesion to create a tangible user interface for arbitrary interactive surfaces","authors":"Fabian Hennecke, Raphael Wimmer, Eduard Vodicka, A. Butz","doi":"10.1145/2148131.2148194","DOIUrl":"https://doi.org/10.1145/2148131.2148194","url":null,"abstract":"We present Vertibles, a set of Tangible User Interface (TUI) objects employing a vacuum-based adhesion effect. This effect allows attaching them to arbitrarily inclined surfaces, bringing the benefit of TUIs to vertical interactive surfaces. In contrast to other vertically attachable TUIs, Vertibles stick to a wide range of surface materials and work with optical as well as electric object tracking techniques for interactive surfaces. We present an overview of approaches for sticking objects onto vertical surfaces, describe the technical principle and properties of our solution, and document implementation details of a number of Vertibles prototypes.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"31 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":"115343426","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. Monache, D. Rocchesso, Jie Qi, L. Buechley, Amalia de Götzen, Dario Cestaro
Introducing continuous sonic interaction in augmented pop-up books enhances the expressive and performative qualities of movables, making the whole narrative experience more engaging and personal. The SaMPL Spring School on Sounding Popables explored the specific topic of paper-driven sonic narratives. Working groups produced several sketches of sonic interactions with movables. The most significant sketches of sounding popables are presented and analyzed.
{"title":"Paper mechanisms for sonic interaction","authors":"S. Monache, D. Rocchesso, Jie Qi, L. Buechley, Amalia de Götzen, Dario Cestaro","doi":"10.1145/2148131.2148146","DOIUrl":"https://doi.org/10.1145/2148131.2148146","url":null,"abstract":"Introducing continuous sonic interaction in augmented pop-up books enhances the expressive and performative qualities of movables, making the whole narrative experience more engaging and personal. The SaMPL Spring School on Sounding Popables explored the specific topic of paper-driven sonic narratives. Working groups produced several sketches of sonic interactions with movables. The most significant sketches of sounding popables are presented and analyzed.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"31 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":"115280421","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}
I present the design of Algo.Rhythm, a tangible computational drum kit with programmable behaviors. By arranging and physically connecting a number of drum-bots, each of them records beat patterns from outside world or its precursor, replays the patterns in selectable ways, and passes the rhythm to its neighbors along the drum-bot's surface in 3D space. The construction of drum-bots and the delivery of the beat patterns provide users a unique opportunity to learn a set of computational concepts like sequential execution, iteration, or forking through composing music.
{"title":"Algo.Rhythm: computational thinking through tangible music device","authors":"Huaishu Peng","doi":"10.1145/2148131.2148234","DOIUrl":"https://doi.org/10.1145/2148131.2148234","url":null,"abstract":"I present the design of Algo.Rhythm, a tangible computational drum kit with programmable behaviors. By arranging and physically connecting a number of drum-bots, each of them records beat patterns from outside world or its precursor, replays the patterns in selectable ways, and passes the rhythm to its neighbors along the drum-bot's surface in 3D space. The construction of drum-bots and the delivery of the beat patterns provide users a unique opportunity to learn a set of computational concepts like sequential execution, iteration, or forking through composing music.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"366 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":"116055637","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}
K. Leung, Derek F. Reilly, Kate Hartman, Suzanne Stein, Emma Westecott
"Limber" refers to an interconnected system of wearable, sensor-enabled components and game-like desktop software, designed to reduce repetitive stress injury among knowledge workers. Regular bodily movement/exercise and maintenance of good posture is rewarded with within a game experience during the course of a workday. We present two design and evaluation iterations that illustrate the utility of the system and identify key design challenges.
{"title":"Limber: DIY wearables for reducing risk of office injury","authors":"K. Leung, Derek F. Reilly, Kate Hartman, Suzanne Stein, Emma Westecott","doi":"10.1145/2148131.2148150","DOIUrl":"https://doi.org/10.1145/2148131.2148150","url":null,"abstract":"\"Limber\" refers to an interconnected system of wearable, sensor-enabled components and game-like desktop software, designed to reduce repetitive stress injury among knowledge workers. Regular bodily movement/exercise and maintenance of good posture is rewarded with within a game experience during the course of a workday. We present two design and evaluation iterations that illustrate the utility of the system and identify key design challenges.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"94 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":"116529537","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}
Drawing Tool is a conceptual art piece intended to provoke discussion on the subject of authorship and originality through the means of an interactive experience, by taking the familiar experience of photography and translating it to the quintessentially creative domain of drawing. The goal is to create a cognitive dissonance that would encourage reflection on the experience. At the same time, Drawing Tool has a practical use as a tool for assisted drawing. In a similar way to how one would use a camera to take a photo of an existing scene, Drawing Tool may be used for creative tracing of a predetermined pattern. While the machine controls the larger scale composition, the user is free to exercise their full creative freedom over the details of the drawing.
{"title":"Drawing Tool","authors":"S. Zaks","doi":"10.1145/2148131.2148210","DOIUrl":"https://doi.org/10.1145/2148131.2148210","url":null,"abstract":"Drawing Tool is a conceptual art piece intended to provoke discussion on the subject of authorship and originality through the means of an interactive experience, by taking the familiar experience of photography and translating it to the quintessentially creative domain of drawing. The goal is to create a cognitive dissonance that would encourage reflection on the experience. At the same time, Drawing Tool has a practical use as a tool for assisted drawing. In a similar way to how one would use a camera to take a photo of an existing scene, Drawing Tool may be used for creative tracing of a predetermined pattern. While the machine controls the larger scale composition, the user is free to exercise their full creative freedom over the details of the drawing.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"34 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":"124927243","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}
Using the wearer's natural interaction with the environment, the SolarBurst necklace imbues the wearer with a sense of power, of 'superhuman', with each random burst of light. Using a 3-dimensional configuration, the necklace is made up of solar cells in pyramidal structures, reminiscent of power crystals, each solar cell a valued for its materiality, pushing the boundaries of function and aesthetics.
{"title":"SolarBurst","authors":"Julie Legault","doi":"10.1145/2148131.2148205","DOIUrl":"https://doi.org/10.1145/2148131.2148205","url":null,"abstract":"Using the wearer's natural interaction with the environment, the SolarBurst necklace imbues the wearer with a sense of power, of 'superhuman', with each random burst of light. Using a 3-dimensional configuration, the necklace is made up of solar cells in pyramidal structures, reminiscent of power crystals, each solar cell a valued for its materiality, pushing the boundaries of function and aesthetics.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"9 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":"128694337","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}