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

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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
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
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
dSensingNI: a framework for advanced tangible interaction using a depth camera dSensingNI:一个使用深度相机进行高级有形交互的框架
Florian Klompmaker, Karsten Nebe, Alex Fast
This work presents an approach to overcome the disadvantages of existing interaction frameworks and technologies for touch detection and object interaction. The robust and easy to use framework dSensingNI (Depth Sensing Natural Interaction) is described, which supports multitouch and tangible interaction with arbitrary objects. It uses images from a depth-sensing camera and provides tracking of users fingers of palm of hands and combines this with object interaction, such as grasping, grouping and stacking, which can be used for advanced interaction techniques.
这项工作提出了一种方法来克服现有的触摸检测和对象交互交互框架和技术的缺点。描述了一个强大且易于使用的框架dSensingNI(深度感知自然交互),它支持与任意对象的多点触摸和有形交互。它使用深度感测相机的图像,对用户的手掌手指进行跟踪,并将其与物体交互相结合,如抓取、分组、堆叠等,可用于高级交互技术。
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引用次数: 59
VizTouch: automatically generated tactile visualizations of coordinate spaces VizTouch:自动生成坐标空间的触觉可视化
C. Brown, A. Hurst
Visual mathematical concepts have long been challenging to access for people with limited or no vision. Given that functions and data plots are typically presented visually; there are few affordable and accessible solutions for individuals with limited or no vision to interpret data in this format. We have developed software that leverages new affordable 3D printing technology to rapidly and automatically generate tactile visualizations. In this paper, we describe development of the VizTouch software through a user-centered design process. We worked with six individuals with low or limited vision to understand the usefulness of 3D printed custom tactile visualizations, and their design. We describe how VizTouch can be used to make data visualizations in education, business, and entertainment accessible.
长期以来,视觉数学概念对视力有限或没有视力的人来说一直是一个挑战。考虑到函数和数据图通常是可视化的;对于有远见或没有远见的个人来说,很少有负担得起的和可访问的解决方案来解释这种格式的数据。我们开发了一种软件,利用新的经济实惠的3D打印技术,快速、自动地生成触觉可视化。在本文中,我们通过以用户为中心的设计过程来描述VizTouch软件的开发。我们与六个低视力或视力有限的人一起工作,以了解3D打印定制触觉可视化的有用性及其设计。我们描述了如何使用VizTouch来实现教育、商业和娱乐领域的数据可视化。
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引用次数: 95
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
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
Social contraptions as breaching environments 社交装置破坏环境
Robb Mitchell
A major challenge for developers of tangible, embedded and embodied interfaces is the understanding of dynamic social contexts. To address this challenge, the concept of "social contraptions" is proposed. Social contraptions are interactive installations and performative interventions employed as designerly explorations of social relations.
对于有形、嵌入式和具体化界面的开发人员来说,一个主要的挑战是对动态社会环境的理解。为了应对这一挑战,我们提出了“社交装置”的概念。社会装置是一种互动装置和行为干预,是设计师对社会关系的探索。
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引用次数: 1
The HapticTouch toolkit: enabling exploration of haptic interactions HapticTouch工具包:探索触觉互动
David Ledo, Miguel A. Nacenta, Nicolai Marquardt, Sebastian Boring, S. Greenberg
In the real world, touch based interaction relies on haptic feedback (e.g., grasping objects, feeling textures). Unfortunately, such feedback is absent in current tabletop systems. The previously developed Haptic Tabletop Puck (HTP) aims at supporting experimentation with and development of inexpensive tabletop haptic interfaces in a do-it-yourself fashion. The problem is that programming the HTP (and haptics in general) is difficult. To address this problem, we contribute the Haptictouch toolkit, which enables developers to rapidly prototype haptic tabletop applications. Our toolkit is structured in three layers that enable programmers to: (1) directly control the device, (2) create customized combinable haptic behaviors (e.g., softness, oscillation), and (3) use visuals (e.g., shapes, images, buttons) to quickly make use of these behaviors. In our preliminary exploration we found that programmers could use our toolkit to create haptic tabletop applications in a short amount of time.
在现实世界中,基于触摸的交互依赖于触觉反馈(例如,抓取物体,感觉纹理)。不幸的是,这种反馈在当前的桌面系统中是不存在的。先前开发的触觉桌面Puck (HTP)旨在支持实验和开发廉价的桌面触觉界面,以自己动手的方式。问题在于编写http(以及一般的触觉)是很困难的。为了解决这个问题,我们贡献了Haptictouch工具包,它使开发人员能够快速创建触觉桌面应用程序的原型。我们的工具包分为三层,使程序员能够:(1)直接控制设备,(2)创建定制的可组合触觉行为(例如,柔软,振荡),以及(3)使用视觉效果(例如,形状,图像,按钮)快速利用这些行为。在我们的初步探索中,我们发现程序员可以使用我们的工具包在很短的时间内创建触觉桌面应用程序。
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引用次数: 39
期刊
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
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