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

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T.F.O.: tangible flying objects 有形的飞行物
R. Mustafin, J. Wehner, Wolfgang Sattler, Kristian Gohlke
We present the prototype of an augmented game that uses an enhanced Frisbee-Disc as an interaction device to explore the capability of flying tangible user interfaces for increasing the attractiveness of physical games. While playing with the disc, a dynamic audio stream is generated, which serves as an additional semantic layer that can be leveraged to develop novel game concepts for simple catch-and-throw games. Initial observations of users interacting with our prototype indicate that minor auditory augmentations to seemingly old-fashioned physical exertion games can have a potential to enhance the playing experience and support a more persistent engagement in physical activity.
我们展示了一个增强游戏的原型,它使用一个增强的飞盘作为交互设备来探索飞行有形用户界面的能力,以增加物理游戏的吸引力。在玩光盘时,会生成一个动态音频流,这是一个额外的语义层,可以用来为简单的接球投掷游戏开发新颖的游戏概念。对用户与我们的原型互动的初步观察表明,对看似老式的体力游戏进行轻微的听觉增强可能会增强游戏体验,并支持更持久的体力活动。
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引用次数: 5
Session details: Art explorations 会议细节:艺术探索
A. Antle, T. Schiphorst
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引用次数: 0
Sketch-a-TUI: low cost prototyping of tangible interactions using cardboard and conductive ink Sketch-a-TUI:使用纸板和导电墨水的低成本有形交互原型
A. Wiethoff, H. Schneider, M. Rohs, A. Butz, S. Greenberg
Graspable tangibles are now being explored on the current generation of capacitive touch surfaces, such as the iPad and the Android tablet. Because the size and form factor is relatively new, early and low fidelity prototyping of these TUIs is crucial in getting the right design. The problem is that it is difficult for the average interaction designer to develop such physical prototypes. They require a substantial amount time and effort to physically model the tangibles, and expertise in electronics to instrument them. Thus prototyping is sometimes handed off to specialists, or is limited to only a few design iterations and alternative designs. Our solution contributes a low fidelity prototyping approach that is time and cost effective, and that requires no electronics knowledge. First, we supply non-specialists with cardboard forms to create tangibles. Second, we have them draw lines on it via conductive ink, which makes their objects recognizable by the capacitive touch screen. They can then apply routine programming to recognize these tangibles and thus iterate over various designs.
可抓握的有形物品现在正在探索当前一代的电容触摸表面,如iPad和Android平板电脑。由于尺寸和形状因素相对较新,这些ui的早期和低保真原型对于获得正确的设计至关重要。问题在于,一般的交互设计师很难开发出这样的物理原型。它们需要大量的时间和精力来对实物进行物理建模,并需要电子方面的专业知识来对它们进行仪器检测。因此,原型设计有时会交给专家,或者仅限于少数设计迭代和替代设计。我们的解决方案提供了一种低保真度的原型方法,这种方法具有时间和成本效益,并且不需要电子知识。首先,我们为非专业人士提供硬纸板形式来创建有形的东西。其次,我们让他们用导电墨水在上面画线,这样他们的物体就能被电容触摸屏识别出来。然后,他们可以应用常规编程来识别这些有形的东西,从而迭代各种设计。
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引用次数: 73
Situated modeling: a shape-stamping interface with tangible primitives 位置建模:具有有形原语的形状冲压接口
Manfred Lau, Masaki Hirose, Akira Ohgawara, J. Mitani, T. Igarashi
Existing 3D sketching methods typically allow the user to draw in empty space which is imprecise and lacks tactile feedback. We introduce a shape-stamping interface where users can model with tangible 3D primitive shapes. Each of these shapes represents a copy or a fragment of the construction material. Instead of modeling in empty space, these shapes allow us to use the real-world environment and other existing objects as a tangible guide during 3D modeling. We call this approach Situated Modeling: users can create new real-sized 3D objects directly in 3D space while using the nearby existing objects as the ultimate reference. We also describe a two-handed shape-stamping technique for stamping with tactile feedback. We show a variety of doit-yourself furniture and household products designed with our system, and perform a user study to compare our method with a related AR-based modeling system.
现有的3D素描方法通常允许用户在空白的空间中绘制,这是不精确的,缺乏触觉反馈。我们介绍了一个形状冲压界面,用户可以用有形的三维原始形状建模。这些形状中的每一个都代表了建筑材料的一个副本或碎片。而不是在空白的空间建模,这些形状允许我们使用现实世界的环境和其他现有的对象作为一个有形的指导,在3D建模。我们将这种方法称为“情境建模”:用户可以直接在3D空间中创建新的真实尺寸的3D物体,同时使用附近的现有物体作为最终参考。我们还描述了一种双手形状冲压技术冲压与触觉反馈。我们展示了用我们的系统设计的各种diy家具和家居产品,并进行了用户研究,将我们的方法与相关的基于ar的建模系统进行比较。
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引用次数: 57
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
Hangul Gangul: interactive toy for Hangul learning 韩文Gangul韩文学习互动玩具
Azusa Kadomura, K. Tsukada, Tetsuaki Baba, Kumiko Kushiyama
We propose an interactive toy, "Hangul Gangul", which helps users learn Hangul characters using a tangible interface. Using our system, users can enjoy learning Hangul characters by combining physical blocks representing vowel and consonant characters. Our system aims to encourage collaborative learning between children and adults.
我们提出了一个互动玩具“韩文Gangul”,它可以帮助用户使用有形的界面来学习韩文字符。使用我们的系统,用户可以通过组合代表元音和辅音字符的物理块来享受学习汉字的乐趣。我们的系统旨在鼓励儿童和成人之间的合作学习。
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引用次数: 3
With a flick of the wrist: stretch sensors as lightweight input for mobile devices 轻轻一挥手腕:伸缩传感器作为移动设备的轻量级输入
Paul Strohmeier, Roel Vertegaal, A. Girouard
With WristFlicker, we detect wrist movement through sets of stretch sensors embedded in clothing. Our system supports wrist rotation (pronation/supination), and both wrist tilts (flexion/extension and ulnar/radial deviation). Each wrist movement is measured by two opposing stretch sensors, mimicking the counteracting movement of muscles. We discuss interaction techniques that allow a user to control a music player through this lightweight input.
通过腕式闪烁,我们通过嵌入衣服的伸缩传感器来检测手腕的运动。我们的系统支持手腕旋转(旋前/旋后)和手腕倾斜(屈/伸和尺/桡骨偏移)。每个手腕的运动都由两个相反的拉伸传感器测量,模拟肌肉的反作用力。我们将讨论允许用户通过这种轻量级输入来控制音乐播放器的交互技术。
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引用次数: 30
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
Articulating creative practice: teleological and stochastic strategies in a case study of an artist and an engineering team developing similar technologies 表达创造性实践:一个艺术家和一个开发类似技术的工程团队的案例研究中的目的论和随机策略
Jill Fantauzzacoffin, J. D. Rogers, J. Bolter
We describe teleological and stochastic patterns in creative strategy using a case from our comparative, multiple-case study of the work practices of artists and engineers separately developing similar technologies.
我们用一个案例来描述创造性策略中的目的论和随机模式,这个案例来自我们对艺术家和工程师分别开发类似技术的工作实践的比较、多案例研究。
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引用次数: 3
The whole world under your feet: field trial of embodied browsing of geotagged content 整个世界都在你的脚下:地理标签内容的具体浏览现场试验
Erika Reponen, T. Koponen, Jaakko Keränen, Kaisa Väänänen
Location-based services are increasingly popular, and the Earth has become covered with geotagged data. To assess a novel approach to access this information, we conducted a field trial of a mobile mixed reality application called MAA, which operates on a mobile phone. MAA displays a view through the Earth and geospatial content in the direction to which the user is pointing the device. In this paper, we report the results of the two-week long field trial of MAA. We found that the embodied usage of MAA is experienced as engaging and surprising, but may also be cumbersome in some usage situations. Virtual viewing of locations around the planet was considered pleasant. MAA was often shown to friends, and was used for watching visual materials and searching for information about cities. MAA was found to be a promising platform for many kinds of location-based content, especially for real-time events and local information.
基于位置的服务越来越受欢迎,地球已经被地理标记的数据所覆盖。为了评估获取这些信息的新方法,我们进行了一项名为MAA的移动混合现实应用程序的现场试验,该应用程序在移动电话上运行。MAA在用户指向设备的方向上显示地球和地理空间内容的视图。在本文中,我们报告了为期两周的MAA田间试验结果。我们发现MAA的具体使用体验是引人入胜和令人惊讶的,但在某些使用情况下也可能是繁琐的。对地球各地的虚拟观测被认为是令人愉快的。MAA经常被展示给朋友,用于观看视觉材料和搜索有关城市的信息。人们发现MAA对于许多类型的基于位置的内容来说是一个很有前途的平台,特别是对于实时事件和本地信息。
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引用次数: 2
期刊
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
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