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

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Fabricating electronics with rapid prototyping tools 使用快速原型工具制造电子产品
John Sarik, C. Li, I. Kymissis
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.
本工作室将结合熟悉的快速原型工具和不熟悉的材料来演示如何制造电子设备。参与者将设计和制造一个激光切割电容触摸板和一个印刷有机发光二极管(OLED)显示器,可以结合起来创建一个独特的定制游戏。
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引用次数: 3
Peripheral interaction: facilitating interaction with secondary tasks 外围交互:促进与次要任务的交互
Doris Hausen
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.
使用数字设备时,我们经常不会专注于一项任务,而是在多个任务之间来回切换。通常,其中一些任务只是次要的小任务。但与模拟世界不同的是,在模拟世界中,我们可以在注意力的外围执行这些任务(例如,一边聊天一边喝杯茶),数字设备通常会迫使我们切换窗口、环境,从而使我们的注意力中心独立于任务的大小。为了改善小任务的多任务处理(例如,设置IM状态),我正在仔细研究外围交互,可以在我们注意力的外围进行的交互。因此,我想尽量减少次要任务的干扰,更有效地执行两种类型的任务,主要任务和次要任务。为了实现这一目标,我制定了一个初步的分类,并选择了几个方面进行更详细的调查。
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引用次数: 16
Beyond affordance: tangibles' hybrid nature 超越可视性:有形资产的混合性质
E. Hornecker
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.
使用物理交互方式的界面方法背后的一个普遍假设是,这利用了用户来自现实世界的先验知识。本文仔细研究了这样一个假设,即这些知识可以无缝地转移到计算机增强的情况下。TEI需要承认我们系统混合性质的设计策略。我们提倡改变重点:从支持直观的使用到无缝映射的设计,以及支持反思和学习,以使挪用和更好地理解我们使用的系统。
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引用次数: 78
Exploring the expressiveness of shape-changing surfaces 探索形状变化表面的表现力
Alice Bodanzky
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.
本文描述了一种驱动的形状变化表面的发展,作为一种探索计算复合材料的新兴表达品质的方法。初步测试表明,该表面具有随其纹理和拓扑模式变化而在空间中移动的潜力。这项研究的结果有望揭示如何设计动力学界面。
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引用次数: 11
Vertibles: using vacuum self-adhesion to create a tangible user interface for arbitrary interactive surfaces 眩晕:使用真空自粘来为任意交互表面创建一个有形的用户界面
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.
我们提出了一套有形用户界面(TUI)对象,采用基于真空的粘附效应。这种效果允许将它们附加到任意倾斜的表面,从而将ui的优势带到垂直交互表面。与其他垂直连接的tui相比,Vertibles可以粘附在各种表面材料上,并且可以使用光学和电子物体跟踪技术进行交互表面。我们概述了将对象粘贴到垂直表面上的方法,描述了我们解决方案的技术原理和属性,并记录了许多Vertibles原型的实现细节。
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引用次数: 11
Paper mechanisms for sonic interaction 声波相互作用的纸张机制
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.
在增强立体书中引入连续的声音交互,增强了可移动物品的表现力和表现力,使整个叙事体验更加引人入胜和个性化。SaMPL春季学校的声音寓言探讨了纸驱动的声音叙事的具体主题。工作组制作了几个声音与可移动物体相互作用的草图。提出并分析了最重要的测深波形草图。
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引用次数: 23
Algo.Rhythm: computational thinking through tangible music device 藻类。节奏:通过有形音乐设备进行计算思维
Huaishu Peng
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.
我介绍了算法的设计。节奏,一个具有可编程行为的有形计算鼓包。通过排列和物理连接多个鼓机器人,每个鼓机器人都记录来自外部世界或其前身的节拍模式,以可选择的方式重播模式,并将节奏传递给3D空间中鼓机器人表面的邻居。鼓机器人的构造和节拍模式的传递为用户提供了一个独特的机会来学习一组计算概念,如顺序执行、迭代或通过作曲进行分叉。
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引用次数: 9
Limber: DIY wearables for reducing risk of office injury Limber:减少办公室受伤风险的DIY可穿戴设备
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.
“Limber”指的是一个由可穿戴的传感器组件和类似游戏的桌面软件组成的互联系统,旨在减少知识型员工的重复性压力伤害。在工作日的游戏体验中,有规律的身体运动/锻炼和保持良好的姿势是值得奖励的。我们提出了两个设计和评估迭代,说明了系统的效用,并确定了关键的设计挑战。
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引用次数: 18
Drawing Tool 绘图工具
S. Zaks
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.
绘画工具是一件概念艺术作品,旨在通过互动体验的方式引发对作者和原创性主题的讨论,将熟悉的摄影经验转化为绘画的典型创意领域。这样做的目的是创造一种认知失调,鼓励人们反思这段经历。同时,绘图工具作为辅助绘图工具具有实际用途。与使用相机拍摄现有场景的方式类似,绘图工具可用于对预定图案进行创造性跟踪。当机器控制更大规模的构图时,用户可以自由地在绘图的细节上行使他们的全部创作自由。
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引用次数: 4
SolarBurst SolarBurst
Julie Legault
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.
SolarBurst项链利用佩戴者与环境的自然互动,每次随机爆发的光线都会给佩戴者带来一种“超人”的力量感。项链采用三维结构,由金字塔结构的太阳能电池组成,让人联想到电力晶体,每个太阳能电池都因其材料而受到重视,推动了功能和美学的界限。
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引用次数: 1
期刊
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
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