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Study of affective communication method in tactile hand gesture feedback 触觉手势反馈中的情感交流方法研究
H. Joung, E. Do
We are interested in the usability of haptic hand gestures in emotional online communication. To investigate how different emotions are associated with different tactile hand gestures, we built a tactile user interface device to record parameters of hand gestures exerted on it such as the hand gesture intensity, temporal frequency, spatial frequency and pattern correlation to be used as the source of information to access emotions. We observed the behavioral aspects of tactile hand gestures used for emotional interaction through the sensory input device and analyzed the data using a model-based analysis tool. The obtained gestures are categorized into the groups defined by the tactile signal parameters. Based on the findings of this research, we show a possibility that the tactile hand gesture-to-emotion map can be used to enable affective on-line communication. We are applying the relationships between tactile hand gestures and emotions to emotional online communication devices.
我们感兴趣的是触觉手势在情感在线交流中的可用性。为了研究不同的触觉手势与不同的情绪之间的关联,我们构建了触觉用户界面设备,记录施加在该设备上的手势强度、时间频率、空间频率和模式相关性等参数,作为获取情绪的信息源。我们通过感官输入设备观察了用于情感互动的触觉手势的行为方面,并使用基于模型的分析工具分析了数据。获得的手势被分类到由触觉信号参数定义的组中。基于这项研究的结果,我们展示了一种可能性,即触觉手势到情感地图可以用来实现情感在线交流。我们正在将触觉手势和情感之间的关系应用于情感在线交流设备。
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引用次数: 0
Mapping seduction: traditional narrative abstractions as parameterized story systems 映射诱惑:作为参数化故事系统的传统叙事抽象
J. Murray
Enduring story patterns provide a rich source of variation that can be exploited by the creators of multiform digital stories. Stories of seduction and courtship, for example, reveal variations based on the "moral physics" of the story world including characters serving similar plot functions, such as seducer or suitor, who contrast with one another in significant ways. Focusing on story structure at this level of abstraction can help authors to avoid arbitrary variation, by creating narratively consistent worlds that provide interaction choices that offer the possibility of dramatic agency.
持久的故事模式提供了丰富的变化来源,可以被多形式数字故事的创作者利用。例如,诱惑和求爱的故事揭示了基于故事世界的“道德物理学”的变化,包括具有相似情节功能的人物,如诱惑者或追求者,他们在重要方面彼此形成对比。专注于这个抽象层次的故事结构可以帮助作者避免任意变化,通过创造叙事一致的世界,提供互动选择,提供戏剧性代理的可能性。
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引用次数: 2
Creativity syntax: codifying physical space's impact on creativity in the workplace 创造力句法:编纂物理空间对工作场所创造力的影响
Alison Williams
The impact of the physical environment on people's ability to be optimally creative at work is a research area which has only now, in the past decade, started to receive detailed attention. Although creativity in the workplace has been the subject of intensive research for over half a century researchers have stepped away from or minimized the effect that the physical environment may have on people's creativity and ability to innovate. Building on recent work done in the field, and on earlier theories of pattern language and shape grammar, this paper outlines work that moves towards a grammar of creative spaces identifying and codifying those elements of the physical environment which may optimize creativity in the workplace.
物理环境对人们在工作中发挥最佳创造力的影响是一个研究领域,直到最近十年才开始得到详细的关注。虽然工作场所的创造力是半个多世纪以来深入研究的主题,但研究人员已经回避或最小化了物理环境可能对人们的创造力和创新能力产生的影响。基于最近在该领域所做的工作,以及早期的模式语言和形状语法理论,本文概述了朝着创造性空间语法方向发展的工作,这些空间语法识别和编纂了物理环境中可能优化工作场所创造力的那些元素。
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引用次数: 2
Kinesthetic pathways: a tabletop visualization to support discovery in systems biology 动觉路径:支持系统生物学发现的桌面可视化
Chih-Sung Wu, Jung-Bin Yim, Eric Caspary, Ali Mazalek, S. Chandrasekharan, N. Nersessian
We report on an ethnographic study of the work practice and discovery process in a systems biology lab, and outline a tabletop visualization that was developed based on this study, in collaboration with the researchers. The feedback from the researchers on the current prototype is presented, and ongoing revisions are outlined. We conclude with some of the challenges involved in developing such tangible visualizations for discovery.
我们报告了一个系统生物学实验室的工作实践和发现过程的人种学研究,并概述了基于该研究与研究人员合作开发的桌面可视化。介绍了研究人员对当前原型的反馈,并概述了正在进行的修订。我们总结了开发这种有形的可视化发现所涉及的一些挑战。
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引用次数: 26
Understanding exploratory creativity in a visual domain 理解视觉领域的探索性创造力
Kyle E. Jennings, D. Simonton, S. Palmer
This paper describes a computerized aesthetic composition task that is based on a "creativity as search" metaphor. The technique collects detailed, moment-to-moment data about people's search behavior, which can help open the "black box" that separates independent variables that influence creativity from their outcomes. We first describe the technique and provide a detailed theoretical framework. Then, we discuss how the technique is typically applied, describe several in-progress studies, and present some preliminary results. Finally, we discuss relations to other work, limitations, and future directions. We argue that this technique and the research that it enables will facilitate a deeper understanding of the creative process, become a valued tool for creativity researchers, and contribute to methodological and theoretical advances in how creativity is studied and understood.
本文描述了一个基于“创造力即搜索”隐喻的计算机化美学作文任务。这项技术收集人们搜索行为的详细实时数据,有助于打开“黑匣子”,将影响创造力的独立变量与其结果分开。我们首先描述了该技术并提供了详细的理论框架。然后,我们讨论了该技术的典型应用,描述了几个正在进行的研究,并提出了一些初步的结果。最后,我们讨论了与其他工作的关系,局限性和未来的发展方向。我们认为,这种技术及其研究将有助于更深入地理解创造过程,成为创造力研究人员的宝贵工具,并有助于研究和理解创造力的方法和理论进步。
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引用次数: 11
Articulating creativity in a new domain: expert insights from the field of e-textiles 在一个新的领域阐明创造力:来自电子纺织品领域的专家见解
K. Peppler, Diane Glosson, Y. Kafai, D. Fields, Kristin A. Searle
Building on Csikszentmihalyi's conception of creativity as a system composed of the domain, the individual, and a field of experts who validate creative innovations, we examine a new domain of e-textiles to describe creativity. Further, we use our interviews with domain experts to outline some of the limitations of current assessment techniques to inform our understanding of creativity.
基于Csikszentmihalyi的创意概念,创意是一个由领域、个人和验证创意创新的领域专家组成的系统,我们研究了电子纺织品的一个新领域来描述创意。此外,我们通过与领域专家的访谈来概述当前评估技术的一些局限性,以告知我们对创造力的理解。
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引用次数: 3
A top-down design methodology based on causality and chronology for developing assisted story generation systems 一种基于因果关系和时间顺序的自上而下的设计方法,用于开发辅助故事生成系统
C. León, Pablo Gervás
Assisted story generation systems do not include automatic generation of content due to the fact that creating generation algorithms is a challenging task, usually carried out in research projects on Artificial Intelligence. This paper proposes a top-down design methodology in which the knowledge representation is based on causality and chronology. The proposed methodology partially eases the process by dividing the narrative generation system in two parts: a generic engine and a domain definition based only on a specific set of predicates. The theoretical model and an implemented case study with resulting stories are presented.
辅助故事生成系统不包括自动生成内容,因为创建生成算法是一项具有挑战性的任务,通常在人工智能的研究项目中进行。本文提出了一种自上而下的设计方法,其中知识表示基于因果关系和时间顺序。提出的方法通过将叙事生成系统分为两部分来部分地简化过程:一个通用引擎和一个仅基于一组特定谓词的领域定义。提出了理论模型和一个实现的案例研究以及由此产生的故事。
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引用次数: 9
Bridging the design time -- use time divide: towards a future of designing in use 弥合设计时间-使用时间的鸿沟:走向使用中设计的未来
M. Maceli
Meta-design theory emphasizes that future use can never be entirely anticipated at design time, as users shape their environments in response to emerging needs; systems should therefore be designed to adapt to future conditions in the hands of end users. In our increasingly complex technological environments, tomorrow's meta-designers must be able to anticipate the environment in which the end users will work in order to provide the flexibility for users to craft their tools. By exploring and projecting forward current trends in technology use, I have identified key principles for meta-designers and suggest that using them as design heuristics will aid meta-designers in crafting systems for future end-users. My doctoral research aims to validate and critique these meta-design principles.
元设计理论强调,在设计时永远无法完全预测未来的使用,因为用户会根据新出现的需求塑造他们的环境;因此,系统的设计应适应最终用户掌握的未来情况。在我们日益复杂的技术环境中,未来的元设计师必须能够预测最终用户将在其中工作的环境,以便为用户提供灵活性来制作他们的工具。通过探索和预测技术使用的当前趋势,我已经确定了元设计师的关键原则,并建议将它们作为设计启发式将帮助元设计师为未来的最终用户制作系统。我的博士研究旨在验证和批判这些元设计原则。
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引用次数: 4
Artists & designers: an experiment in data visualization 艺术家和设计师:数据可视化的实验
S. Diamond
OCAD University's strategic plan Living in the Age of Imagination places a priority on focusing the lenses of art, design and media on contemporary issues and practices outside of the traditional boundaries of art and design. This has resulted in a myriad of innovative curriculum and research initiatives of specific relevance to HCI. For example in concert with led partner York University, the University of Toronto and a set of industrial partners OCAD University has created the Centre for Innovation in Information Visualization and Data Driven Design (CIV/DDD), a research hub for the development of next-generation data visualization techniques and their underlying information processing and communication technologies (ICT). This centre is the focus of this talk. The idea was that by bringing an unprecedented number of interdisciplinary artists, designers, media makers, humanist analysts and social scientists into the research partnership we would develop new paradigms of data enquiry, user-centered visualization models, and information processing and display technologies.
OCAD大学的战略计划“生活在想象的时代”优先关注艺术、设计和媒体的镜头,关注艺术和设计传统界限之外的当代问题和实践。这导致了无数与HCI具体相关的创新课程和研究计划。例如,OCAD大学与主要合作伙伴约克大学、多伦多大学和一系列工业合作伙伴共同创建了信息可视化和数据驱动设计创新中心(CIV/DDD),这是一个开发下一代数据可视化技术及其底层信息处理和通信技术(ICT)的研究中心。这个中心是这次演讲的重点。我们的想法是,通过将空前数量的跨学科艺术家、设计师、媒体制造者、人文主义分析师和社会科学家纳入研究伙伴关系,我们将开发数据查询、以用户为中心的可视化模型以及信息处理和显示技术的新范式。
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引用次数: 1
Please smile 请微笑
Hye Yeon Nam, Changhyun Choi, Sam Mendenhall
Nowadays, with reductions in manufacturing costs and a transition toward lifestyles of convenience, robots are becoming pervasive in our homes, museums, and hospitals. In addition to increased demands for robots in these domains, recently more artistic robots that interact with audiences on a personal instead of a practical level are now being exhibited in art exhibition. This paper explains how people interpret artistic robots as more than mere machines in the theory of intentionality and introduces the implementation of the artistic robot, Please Smile, which consists of five robotic skeleton arms that gesture in response to a viewer's facial expressions. The paper also explores how individuals can use experimental designs to create artistic robots that can express various ideas that traditional, practical robots can often not convey.
如今,随着制造成本的降低和向便利生活方式的转变,机器人在我们的家庭、博物馆和医院中变得无处不在。除了这些领域对机器人的需求增加之外,最近更多的艺术机器人在艺术展览中展出,这些机器人与观众在个人层面上而不是在实际层面上进行互动。本文解释了人们如何将艺术机器人理解为不仅仅是意向性理论中的机器,并介绍了艺术机器人“请微笑”的实现,它由五个机器人骨架手臂组成,可以根据观众的面部表情做出手势。这篇论文还探讨了个人如何利用实验设计来创造艺术机器人,这些机器人可以表达传统的、实用的机器人通常无法传达的各种想法。
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Creativity & cognition : proceedings of the ... Creativity & Cognition Conference. Creativity & Cognition Conference
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