{"title":"Felted Paper Circuits Using Joomchi","authors":"N. Knouf","doi":"10.1145/3024969.3025071","DOIUrl":"https://doi.org/10.1145/3024969.3025071","url":null,"abstract":"The integration of electronics and paper is a burgeoning topic for tangible interaction. Here we show how to use the Korean technique of hand-felting paper known as joomchi to embed electronics in paper after the sheet forming process. This method requires the use of specialized papers that are amenable to joomchi. We present embedded LEDs, multi-layer circuit \"sheets\", and speakers. While labor-intensive, joomchi both enables one to completely integrate paper and electronics, while also making tangible connections between ancient and modern craft.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131212565","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}
Pete Scourboutakos, Max Hao Lu, S. Nerkar, Steve Mann
{"title":"Phenomenologically Augmented Reality With New Wearable LED Sequential Wave Imprinting Machines","authors":"Pete Scourboutakos, Max Hao Lu, S. Nerkar, Steve Mann","doi":"10.1145/3024969.3035534","DOIUrl":"https://doi.org/10.1145/3024969.3035534","url":null,"abstract":"The Sequential Wave Imprinting Machine (SWIM), invented by Steve Mann in the 1970s, offers naked-eye augmentedreality overlays with perfect alignment, through a Persistence of Exposure (PoE) of human vision, or photographic/videographic media. This paper proposes a new SWIM design with only 2 transistor elements per picture element, therefore making SWIM more wearable, miniature, and affordable. We present a SWIM for being worn on one finger, as a ring, to overlay a phenomenologically augmented reality for metaveillance(sensing sensors and sensing their capacity to sense) and HARCAD (Haptic Augmented Reality Computer Aided Design/Manufacture).","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132475167","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}
Mendel Broekhuijsen, E. V. D. Hoven, P. Markopoulos
{"title":"Design Directions for Media-Supported Collocated Remembering Practices","authors":"Mendel Broekhuijsen, E. V. D. Hoven, P. Markopoulos","doi":"10.1145/3024969.3024996","DOIUrl":"https://doi.org/10.1145/3024969.3024996","url":null,"abstract":"Since the widespread adoption of digital photography, people create many digital photos, often with the intention to use them for shared remembering. Practices around digital photography have changed along with advances in media sharing technologies such as smartphones, social media, and mobile connectivity. Although much research was done at the start of digital photography, commercially available tools for media-supported shared remembering still have many limitations. The objective of our research is to explore spatial and material design directions to better support the use of personal photos for collocated shared remembering. In this paper, we present seven design requirements that resulted from a redesign workshop with fifteen participants, and four design concepts (two spatial, two material) that we developed based on those requirements. By reflecting on the requirements and designs we conclude with challenges for interaction designers to support collocated remembering practices.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128540943","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}
Yuta Sugiura, Koki Toda, Takashi Kikuchi, T. Hoshi, Yoichi Kamiyama, T. Igarashi, M. Inami
{"title":"Grassffiti: Drawing Method to Produce Large-scale Pictures on Conventional Grass Fields","authors":"Yuta Sugiura, Koki Toda, Takashi Kikuchi, T. Hoshi, Yoichi Kamiyama, T. Igarashi, M. Inami","doi":"10.1145/3024969.3025067","DOIUrl":"https://doi.org/10.1145/3024969.3025067","url":null,"abstract":"We propose a drawing method to create large-scale pictures in public space. We use a property of anisotropic reflection to show images on the grass field. We created a prototype of roller type device which can control the angle of grass. We observed that our system entertains people in public exhibition.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124083688","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}
J. Rod, D. Collins, Daniel Wessolek, Thavishi Illandara, Y. Ai, Hyowon Lee, Suranga Nanayakkara
{"title":"UTAP - Unique Topographies for Acoustic Propagation: Designing Algorithmic Waveguides for Sensing in Interactive Malleable Interfaces","authors":"J. Rod, D. Collins, Daniel Wessolek, Thavishi Illandara, Y. Ai, Hyowon Lee, Suranga Nanayakkara","doi":"10.1145/3024969.3024987","DOIUrl":"https://doi.org/10.1145/3024969.3024987","url":null,"abstract":"Construction and sensing within malleable interfaces is usually limited by a number of constraints. Building the interface from diverse combinations of conductive and nonconductive soft materials, such as fabrics or foams combined with various sensors, complicates the manufacturing process and offers limited options in shaping. In this paper we propose \"Unique Topologies for Acoustic Propagation\" (UTAP), a novel approach for algorithmic design of malleable tangible interfaces. A fundamental feature of our approach is the implementation of algorithmically generated topologically distinct lattices that, attached to piezoelectric (PZT) transducers, allow us to sense and recognize changes in a modulated acoustic signal on deformation and classify it into different interaction states. Our systematic approach to manufacturing malleable interfaces opens possibilities to design shapes that allow implementation in a wide range of potential use cases. We demonstrate the UTAP approach on multiple interfaces assembled using laser cut and 3D printed lattices in conjunction with silicon compound moulding. Finally, we present a technical evaluation of our method based on studies of four distinct interface designs, assessing performance in sensing and localising simple deformations such as pressing on single and multiple spots, as well as different force levels and actions, including bending and twisting.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128928294","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}
Kristin Neidlinger, K. Truong, C. Telfair, L. Feijs, E. Dertien, V. Evers
{"title":"AWElectric: That Gave Me Goosebumps, Did You Feel It Too?","authors":"Kristin Neidlinger, K. Truong, C. Telfair, L. Feijs, E. Dertien, V. Evers","doi":"10.1145/3024969.3025004","DOIUrl":"https://doi.org/10.1145/3024969.3025004","url":null,"abstract":"Awe is a powerful, visceral sensation described as a sudden chill or shudder accompanied by goosebumps. People feel awe in the face of extraordinary experiences: the sublimity of nature, the beauty of art and music, the adrenaline rush of fear. Awe is healthy, both physically and mentally. It can be shared by people who are witnessing the same phenomenon, but traditionally it cannot be communicated remotely across time or distance: to feel awe involves real time experience, and explaining the experience that gave rise to it does not always induce the feeling of awe itself. We want to make this sensation something that can be transmitted, and therefore present AWElectric, a wearable interface that can detect awe, enhance it, and create it in another person. Our shared goosebump design embeds inflatable biometric displays in 3D print fabric.The AudioTactile fabric transmits an awe-inducing sound frequency to the partner that physically manifests the tingles, chills, and goosebumps that awe provokes.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129336880","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":"Toward Wearable App Design for Children's In-the-World Science Inquiry","authors":"Sharon Lynn Chu Yew Yee, Brittany M. Garcia","doi":"10.1145/3024969.3025008","DOIUrl":"https://doi.org/10.1145/3024969.3025008","url":null,"abstract":"Little is understood on how to design wearables for education, especially for children. We explore how smartwatches may allow children to see the world through the lens of science. In our study, 20 children are tasked to record stories related to specific scientific concepts in their daily life and drawing from their embodied experiences using a commodity smartwatch. Our findings describe the types of \"science stories\" that the children capture through the smartwatch, and how the stories relate to science. From our findings, we elicit seven areas of future research needed to catalyze the design of wearable apps to support informal science learning for children.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129097083","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":"Designing Gaze Simulation for People with Visual Disability","authors":"S. Qiu","doi":"10.1145/3024969.3025034","DOIUrl":"https://doi.org/10.1145/3024969.3025034","url":null,"abstract":"In face-to-face communication, eye gaze is integral to a conversation to supplement verbal language. The sighted often uses eye gaze to convey nonverbal information in social interactions, which a blind conversation partner cannot access and react. My doctoral research is to design gaze simulation for the blind person, to improve the conversation quality between sighted and blind people in face-to-face communication. Designing gaze simulation will consist of two primary parts: to help the blind person feel the gaze from the sighted and to simulate the natural gaze for the blind person as a visual reaction. This paper outlines the motivation, context, research methods, and completed and future steps of my research.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115961994","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":"Flexy: Shape-Customizable, Single-Layer, Inkjet Printable Patterns for 1D and 2D Flex Sensing","authors":"Nirzaree Vadgama, Jürgen Steimle","doi":"10.1145/3024969.3024989","DOIUrl":"https://doi.org/10.1145/3024969.3024989","url":null,"abstract":"We contribute a new technique for fabricating highly customized 1D and 2D flex sensing surfaces on thin and flexible substrates. It enables designers and makers to easily, quickly and inexpensively realize thin physical objects in custom shapes with an embedded deformation sensor. The deformation sensor is digitally designed and then fabricated with a single layer of conductive material in a single pass, using an off-the-shelf inkjet printer. We establish a design space and investigate how to realize flex sensing surfaces of highly varied geometries. In a technical evaluation, we demonstrate the technical feasibility of such sensors and investigate their response. Lastly, we demonstrate the practical applicability for tangible interfaces by presenting five example applications.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116895289","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":"Window-Shaping: 3D Design Ideation by Creating on, Borrowing from, and Looking at the Physical World","authors":"Ke Huo, Vinayak, K. Ramani","doi":"10.1145/3024969.3024995","DOIUrl":"https://doi.org/10.1145/3024969.3024995","url":null,"abstract":"We present, Window-Shaping, a tangible mixed-reality (MR) interaction metaphor for design ideation that allows for the direct creation of 3D shapes on and around physical objects. Using the sketch-and-inflate scheme, our metaphor enables quick design of dimensionally consistent and visually coherent 3D models by borrowing visual and dimensional attributes from existing physical objects without the need for 3D reconstruction or fiducial markers. Through a preliminary evaluation of our prototype application we demonstrate the expressiveness provided by our design workflow, the effectiveness of our interaction scheme, and the potential of our metaphor.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126680051","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}