A. Loparev, Lauren Westendorf, Margaret Flemings, Jennifer Cho, R. Littrell, Anja Scholze, Orit Shaer
{"title":"BacPack: Exploring the Role of Tangibles in a Museum Exhibit for Bio-Design","authors":"A. Loparev, Lauren Westendorf, Margaret Flemings, Jennifer Cho, R. Littrell, Anja Scholze, Orit Shaer","doi":"10.1145/3024969.3025000","DOIUrl":"https://doi.org/10.1145/3024969.3025000","url":null,"abstract":"We present BacPack, a tangible museum exhibit for exploring bio-design. BacPack utilizes tangible tokens on a large multitouch table display to allow visitors the opportunity to participate in a playful bio-design activity-engineering bacteria for sustaining life on Mars. To understand the role of tangible tokens in facilitating engagement and learning with the exhibit, we developed and evaluated two versions of BacPack: one with tangible tokens and one that consists of only multitouch interaction. Results from an evaluation in the Tech Museum of Innovation indicate that tangible tokens provide additional opportunities for collaborative problem solving and impact learning through support for tinkering and experimentation. We discuss design considerations for exhibits that facilitate creative engagement and exploration with biology.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"69 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":"125020905","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. Rostami, Donald Mcmillan, Elena Márquez Segura, Chiara Rossitto, L. Barkhuus
{"title":"Bio-Sensed and Embodied Participation in Interactive Performance","authors":"A. Rostami, Donald Mcmillan, Elena Márquez Segura, Chiara Rossitto, L. Barkhuus","doi":"10.1145/3024969.3024998","DOIUrl":"https://doi.org/10.1145/3024969.3024998","url":null,"abstract":"Designing for interactive performances is challenging both in terms of technology design, and of understanding the interplay between technology, narration, and audience interactions. Bio-sensors and bodily tracking technologies afford new ways for artists to engage with audiences, and for audiences to become part of the artwork. Their deployment raises a number of issues for designers of interactive performances. This paper explores such issues by presenting five design ideas for interactive performance afforded by bio-sensing and bodily tracking (i.e. Microsoft Kinect) developed during two design workshops. We use these ideas, and the related scenarios to discuss three emerging issues namely: temporality of input, autonomy and control, and visibility of input in relation to the deployment of bio-sensors and bodily tracking technologies in the context of interactive performances.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"26 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":"131384709","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":"Vital+Morph: A Shape-changing Interface for Remote Biometric Monitoring","authors":"Alberto Boem, K. Sasaki, Shori Kano","doi":"10.1145/3024969.3025083","DOIUrl":"https://doi.org/10.1145/3024969.3025083","url":null,"abstract":"In this paper we introduce Vital+Morph, a prototype of a shape-changing interface intended to be used as a media for remote biometric monitoring. Signals measured by a Vital Signs Monitoring Station are physicalized into a series of reactive tangible objects with a life-like behavior. Through this interface a person can feel the internal state of an hospitalized patient, as a new form of communication and awareness over distance. We propose a perceptual equivalent of an imaginative material capable of displaying digital information through shape-changing, and start to explore the social impact in complex contexts such as health care. Ultimately, Vital+Morph proposes an unusual viewpoint of the relations between bodies, clinical data and future materials.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"32 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":"129483203","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":"Paranovirus: Bridging Realities Using Digital Media Simulations","authors":"A. Cook","doi":"10.1145/3024969.3035531","DOIUrl":"https://doi.org/10.1145/3024969.3035531","url":null,"abstract":"What is \"real\" can become muddled when immersive media, the imagination, and our senses overlap-as anyone who has read a scary novel on a stormy night will tell you. In the spirit of making dreams tangible, this paper reimagines how concepts from science fiction films and novels can be applied to interactions between physical reality, simulations, and the imagination. Models of presence and cognition inform a set of design principles and tactics for displaying simulations in the form of subliminal or preconscious media, which evoke the imagination to cause the simulations to appear to be physically real. Potential for abuse of such technology is illustrated through Paranovirus, a malicious software concept which infects Augmented Reality (AR) glasses and enables bad actors to covertly influence the behavior and mental states of individuals.","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":"129564899","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 and Making the Datacatchers: Batch Producing Location-Aware Mobile Devices","authors":"Andy Boucher, William W. Gaver","doi":"10.1145/3024969.3024971","DOIUrl":"https://doi.org/10.1145/3024969.3024971","url":null,"abstract":"In this paper we describe the Datacatcher, a location-aware, tangible and embodied mobile device that displays a continuous stream of statements about its location that are drawn from a large number of data sources and which speak to sociopolitical issues. We describe how the design and our underlying research interests emerged and changed over the course of three distinct phases of development: the device's conceptual design, its refinement to a final design, and the final detailing leading a batch production of 130 of the devices. We discuss the Datacatcher as resonant with many current issues in HCI, including augmented reality, environmental issues, political systems and using data as a design material.","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":"132244637","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":"Paper Machines","authors":"Hyunjoo Oh, S. Hsi, Kristofer Klipfel, M. Gross","doi":"10.1145/3024969.3025050","DOIUrl":"https://doi.org/10.1145/3024969.3025050","url":null,"abstract":"This studio invites participants to design and build machines with different kinds of paper and craft materials. We will introduce papercrafting using our design tool \"FoldMecha\", mechanical components, and prototyping methods for physical construction. Participants interact with sample projects and explore a motion library, then begin the ideation process for their own working machine. During the studio, papercrafting techniques and various craft materials will be provided to further inspire participants creative process. The goal is to provide hands-on experiences in designing and building machines with paper using design tools and prototyping techniques that we have developed. The studio will culminate in the \"show & tell\" demo and discussion about bottom up and bricolage design approaches as a means of creative thinking and learning. Outcomes will be showcased at the TEI events.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"39 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":"132355783","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}
Danica Mast, M. Bosman, Sylvia Schipper, S. D. Vries
{"title":"BalanSAR: Using Spatial Augmented Reality to Train Children's Balancing Skills in Physical Education","authors":"Danica Mast, M. Bosman, Sylvia Schipper, S. D. Vries","doi":"10.1145/3024969.3025085","DOIUrl":"https://doi.org/10.1145/3024969.3025085","url":null,"abstract":"Balancing is one of the essential motor skills to adopt and maintain an active lifestyle in child- and adulthood. Visual perception plays an important role in learning balancing skills. Current balancing exercises, however, offer few opportunities for practicing visual perception. A technology we consider promising for Physical Education (PE) is Spatial Augmented Reality (SAR), the projection of (interactive) animations onto three-dimensional surfaces. We present BalanSAR, a novel combination of SAR, existing PE balancing exercises and traditional PE gym equipment. By projecting animations onto the gym floor and existing equipment, visual perception in balancing exercises can be practiced more effectively. We propose a study to investigate the feasibility and the effect of using SAR on the efficiency and effectiveness of PE in terms of children's motor skills and their motivation in PE and physical activity in general.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"340 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":"116476561","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":"WireMolding: 3D Modeling Approach Involving Molding with Wire","authors":"Kazumi Yoshimura, Keita Watanabe","doi":"10.1145/3024969.3025059","DOIUrl":"https://doi.org/10.1145/3024969.3025059","url":null,"abstract":"Due to the popularization of personal 3D printing, individuals without a technical background have opportunities to manipulate 3D data. However, creating 3D data needs technical knowledge and it is difficult for beginners. Especially when we make practical tools for personal belongings or furniture with a 3D printer, it is difficult because of being necessary to design such tools to fit in with objects. In this paper, we propose WireMolding, a 3D modeling approach for practical personal 3D printing with which sketches can be created to construct a 3D model from the bi-dimensional shape of a physical wire mold. We developed a prototype system and demonstrated the usefulness of this concept at the example of use cases.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"60 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":"116725994","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}
Eve E. Hoggan, Yi-Ta Hsieh, Kalle Myllymaa, V. Lantz, Johan Kildal, Julian Eiler, Giulio Jacucci
{"title":"An Exploration of Mobile Shape-Changing Textures","authors":"Eve E. Hoggan, Yi-Ta Hsieh, Kalle Myllymaa, V. Lantz, Johan Kildal, Julian Eiler, Giulio Jacucci","doi":"10.1145/3024969.3024983","DOIUrl":"https://doi.org/10.1145/3024969.3024983","url":null,"abstract":"This paper describes the development and evaluation of Undulating Covers (UnCovers), mobile interfaces that can change their surface texture to transmit information. The Pin Array UnCover incorporates sinusoidal ridges controlled by servomotors, which can change their amplitude and granularity. The Mylar UnCover is a more organic interface that exploits the buckling properties of Mylar, using muscle wires, to change the texture granularity. The prototype development process and evaluations show that very low frequency texture changes, using amplitude or granularity, can be distinguished with high levels of accuracy. Since small changes are perceptible, it is possible to incorporate such interfaces into mobile devices without drastically increasing their size or actuation requirements. Finally, ratings from participants indicate that UnCovers would be appropriate for attention-grabbing, or caring and supportive interpersonal messages.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"64 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":"114673030","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":"Human and Dog: An Experimental Game using Unequal Communication Mechanic","authors":"Hsincheng Hou, Kuan-Ting Chou, Mike Y. Chen","doi":"10.1145/3024969.3025089","DOIUrl":"https://doi.org/10.1145/3024969.3025089","url":null,"abstract":"Inequality of communication capabilities may cause an awkward experience in real life. %However, in terms of gaming, unequal communication mechanic can make games more challenging and interesting. However, in terms of gaming, this can be a challenging and interesting mechanic. Charades[1], where one player tries to express a word via body language while others try to guess it, is a good example of such cases. Different from most digital co-op games, which equal communication mechanics have been widely used, we experiment with this unequal communication mechanic. Thus, we have designed a digital co-op game called getGameName, in which 2 avatars, a human and a dog, communicate to solve a series of puzzles with unequal communication capabilities. Ultimately, we conducted an experiment to evaluate our game. Several interesting patterns were discovered from our observation. We then concluded some design suggestions from our collected data for future reference.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"3 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":"131768633","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}