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.
{"title":"T.F.O.: tangible flying objects","authors":"R. Mustafin, J. Wehner, Wolfgang Sattler, Kristian Gohlke","doi":"10.1145/2148131.2148173","DOIUrl":"https://doi.org/10.1145/2148131.2148173","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"1 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":"127373645","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: Art explorations","authors":"A. Antle, T. Schiphorst","doi":"10.1145/3256403","DOIUrl":"https://doi.org/10.1145/3256403","url":null,"abstract":"","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"10 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":"124613031","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. 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.
{"title":"Sketch-a-TUI: low cost prototyping of tangible interactions using cardboard and conductive ink","authors":"A. Wiethoff, H. Schneider, M. Rohs, A. Butz, S. Greenberg","doi":"10.1145/2148131.2148196","DOIUrl":"https://doi.org/10.1145/2148131.2148196","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"19 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":"133601061","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}
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.
{"title":"Situated modeling: a shape-stamping interface with tangible primitives","authors":"Manfred Lau, Masaki Hirose, Akira Ohgawara, J. Mitani, T. Igarashi","doi":"10.1145/2148131.2148190","DOIUrl":"https://doi.org/10.1145/2148131.2148190","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"26 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":"128801292","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}
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.
{"title":"Hangul Gangul: interactive toy for Hangul learning","authors":"Azusa Kadomura, K. Tsukada, Tetsuaki Baba, Kumiko Kushiyama","doi":"10.1145/2148131.2148203","DOIUrl":"https://doi.org/10.1145/2148131.2148203","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"389 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":"134127886","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}
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.
{"title":"With a flick of the wrist: stretch sensors as lightweight input for mobile devices","authors":"Paul Strohmeier, Roel Vertegaal, A. Girouard","doi":"10.1145/2148131.2148195","DOIUrl":"https://doi.org/10.1145/2148131.2148195","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"80 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":"133993925","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}
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.
{"title":"Articulating creative practice: teleological and stochastic strategies in a case study of an artist and an engineering team developing similar technologies","authors":"Jill Fantauzzacoffin, J. D. Rogers, J. Bolter","doi":"10.1145/2148131.2148165","DOIUrl":"https://doi.org/10.1145/2148131.2148165","url":null,"abstract":"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.","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":"129284283","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}
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.
{"title":"The whole world under your feet: field trial of embodied browsing of geotagged content","authors":"Erika Reponen, T. Koponen, Jaakko Keränen, Kaisa Väänänen","doi":"10.1145/2148131.2148192","DOIUrl":"https://doi.org/10.1145/2148131.2148192","url":null,"abstract":"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.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"50 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":"127212980","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}