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

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Communicating Built Heritage Information Using Tangible Interaction Approach 用有形的互动方法传达建筑遗产信息
Eslam Nofal, R. Reffat, A. V. Moere
{"title":"Communicating Built Heritage Information Using Tangible Interaction Approach","authors":"Eslam Nofal, R. Reffat, A. V. Moere","doi":"10.1145/3024969.3025035","DOIUrl":"https://doi.org/10.1145/3024969.3025035","url":null,"abstract":"Built heritage objects possess multiple types of information, varying from simple, factual aspects to more complex qualitative information and values, such as the architectural qualities, the construction techniques, or symbolic meanings of monuments. This qualitative information is relatively difficult to communicate using the conventional ways like museum labels or audio guides. Nonetheless, tangible interaction is a promising paradigm for communicating tacit information, its qualities have been demonstrated in a wide range of applications in different realms. Therefore, this study investigates how tangible interaction can enable the communication of qualitative information of built heritage to lay visitors. The main objectives of this study are communicating tacit and architectural qualities of built heritage in a physical form, investigating the effect of tangible interaction on social interaction among heritage visitors, and enhancing visitors' in-situ experience of built heritage or 1:1 replicas. Our early findings indicate the capability of tangible interaction for engaging museum visitors to accomplish additional endeavors, and facilitating their understanding of cultural values and architectural qualities of built heritage.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"726 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":"126777175","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}
引用次数: 1
Balance, Cogito and Dott: Exploring Media Modalities for Everyday-life Reflection 平衡、我思与多特:探索日常生活反思的媒介形式
Ine Mols, E. V. D. Hoven, Berry Eggen
{"title":"Balance, Cogito and Dott: Exploring Media Modalities for Everyday-life Reflection","authors":"Ine Mols, E. V. D. Hoven, Berry Eggen","doi":"10.1145/3024969.3025069","DOIUrl":"https://doi.org/10.1145/3024969.3025069","url":null,"abstract":"Reflection in and on everyday life can provide self-insight, increase gratitude and have a positive effect on well-being. To integrate reflection in everyday life, media technologies can provide support. In this paper, we explore how both media creation & use in different modalities can support reflection. We present the ongoing work of designing and building Balance, Cogito, and Dott, focusing on media in audible, textual and visual form. We discuss our research-through-design process and address the differences between modalities in terms of interaction, tangibility, and the integration in everyday life.","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":"129229752","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}
引用次数: 8
Tangible Audio Game Development Kit: Prototyping Audio Games with a Tangible Editor 有形音频游戏开发工具包:原型音频游戏与有形编辑器
M. Urbanek, Florian Güldenpfennig
{"title":"Tangible Audio Game Development Kit: Prototyping Audio Games with a Tangible Editor","authors":"M. Urbanek, Florian Güldenpfennig","doi":"10.1145/3024969.3025077","DOIUrl":"https://doi.org/10.1145/3024969.3025077","url":null,"abstract":"Audio games are a genre of computer games that waive visual output and solely rely on audio. The majority of audio games (as well as video games) lack publicly available editors that allow the creation of new games or maps within the framework of the respective game. Additionally, no existing game or map editors make use of tangible interaction to facilitate embodied interaction during the creation of games. However, many elements in audio games can be mapped in a profitable way to a tangible editor. We therefore propose the Tangible Audio Game Development Kit that allows fast, iterative and collaborative audio game prototyping by combining physical objects. In this paper, we introduce a first prototype of this concept and present a user study featuring three game design experts. We discuss the results and explain the next steps in advancing the audio game editor based on the feedback.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"12 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":"133050115","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}
引用次数: 6
Sparklry: Designing "Sparkle" of Interactive Jewelry Sparklry:设计互动珠宝的“火花”
Maho Oki, K. Tsukada
{"title":"Sparklry: Designing \"Sparkle\" of Interactive Jewelry","authors":"Maho Oki, K. Tsukada","doi":"10.1145/3024969.3025053","DOIUrl":"https://doi.org/10.1145/3024969.3025053","url":null,"abstract":"At present, many projects embed smart LEDs \"multiple LEDs dynamically controlled by computers\" into clothes or accessories to support novel expressions or daily activities. However, most of them do not consider the \"sparkle\" of traditional jewelry. We propose a presentation technique for interactive jewelry called \"Sparklry\", which can present \"sparkles\" on a jewel stone using internal LEDs. These sparkles are designed by integrating (1) a traditional jewel, (2) a light shielding sheet with small slits, and (3) an LED array. We developed a prototype and several examples of jewelry to explore appropriate designs of slits and LED patterns. Moreover, we developed two prototypes.","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":"131406330","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}
引用次数: 3
Star-Force: A Playful Implementation of the Jedi-force 星力:绝地力的有趣执行
Shubham Jain, Shubham Sharma, Dhawal Babbar
{"title":"Star-Force: A Playful Implementation of the Jedi-force","authors":"Shubham Jain, Shubham Sharma, Dhawal Babbar","doi":"10.1145/3024969.3041098","DOIUrl":"https://doi.org/10.1145/3024969.3041098","url":null,"abstract":"We introduce Star-force, which is a playful implementation of sci-fi concept The Force, as envisioned in the Star Wars saga. This is achieved via a battle environment instantiated in mixed reality using a video see-through head-mounted display. The \"weapons\", i.e., the Light-Sabers, Blasters are based on the ESP8266 microcontroller and tracked using makers and external cameras. Through their headsets, users see the virtual Light-Sabers as beams of light emanating from their handheld controllers. Depending on the actions, such as contact between two Light Sabers, we trigger force-feedback on the player's hands via electrical muscle stimulation. This emulates the sensation of the two powerful beams of light hitting each other.","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":"129864432","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}
引用次数: 9
Experience and Ownership with a Tangible Computational Music Installation for Informal Learning 非正式学习的有形计算音乐装置的经验和所有权
Anna Xambó, Brigid Drozda, Anna Weisling, Brian Magerko, Marc Huet, T. Gasque, Jason Freeman
{"title":"Experience and Ownership with a Tangible Computational Music Installation for Informal Learning","authors":"Anna Xambó, Brigid Drozda, Anna Weisling, Brian Magerko, Marc Huet, T. Gasque, Jason Freeman","doi":"10.1145/3024969.3024988","DOIUrl":"https://doi.org/10.1145/3024969.3024988","url":null,"abstract":"In this paper we present a preliminary design and initial assessment of a computational musical tabletop exhibit for children and teenagers at the Museum of Design Atlanta (MODA). We explore how participatory workshops can promote hands-on learning of computational concepts through making music. We also use a hands-on approach to assess informal learning based on maker interviews. Maker interviews serve to subjectively capture impromptu reflections of the visitors' achievements from casual interactions with the exhibit. Findings from our workshops and preliminary assessment indicate that experiencing and taking ownership of tangible programming on a musical tabletop is related to: ownership of failure, ownership through collaboration, ownership of the design, and ownership of code. Overall, this work suggests how to better support ownership of computational concepts in tangible programming, which can inform how to design self-learning experiences at the museum, and future trajectories between the museum and the school or home.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"67 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114099833","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}
引用次数: 17
HoloMuse: Enhancing Engagement with Archaeological Artifacts through Gesture-Based Interaction with Holograms HoloMuse:通过与全息图的基于手势的互动来增强与考古文物的接触
C. Pollalis, W. Fahnbulleh, Jordan Tynes, Orit Shaer
{"title":"HoloMuse: Enhancing Engagement with Archaeological Artifacts through Gesture-Based Interaction with Holograms","authors":"C. Pollalis, W. Fahnbulleh, Jordan Tynes, Orit Shaer","doi":"10.1145/3024969.3025094","DOIUrl":"https://doi.org/10.1145/3024969.3025094","url":null,"abstract":"We present HoloMuse, an AR application for the HoloLens wearable device, which allows users to actively engage with archaeological artifacts from a museum collection in ways that are otherwise not possible. We designed HoloLens to facilitate learning and engagement with museum collections without taking away from the experience of viewing an original artifact within the context of an exhibit. HoloMuse can be used inside the gallery or in the classroom. It enables users to pick up, rotate, scale, and alter a hologram of an original archeological artifact using in-air gestures. Users can also curate their own exhibit or customize an existing one by selecting artifacts from a virtual gallery and placing them within the physical world so that they are viewable only using the device. We intend to study the impact of HoloMuse on learning and engagement with college-level art history and archeology students.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"59 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":"116753423","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}
引用次数: 51
Field Computing: Wearable Devices for Citizen Science 领域计算:公民科学的可穿戴设备
Jen-Jyh Liu
{"title":"Field Computing: Wearable Devices for Citizen Science","authors":"Jen-Jyh Liu","doi":"10.1145/3024969.3025072","DOIUrl":"https://doi.org/10.1145/3024969.3025072","url":null,"abstract":"\"Field Computing\", is an ongoing interdisciplinary research project to design and build wearable devices for use in citizen science applications. The works from this project is derived from the fields of wearable electronics, citizen science and environmental biomonitoring through a critical design perspective. Background and prior research is shared that discusses considerations for technology and design, along with documentation and description of Portable Workspace, an initial project for \"Field Computing\". Portable Workspace is a wearable that unfolds into a physical computing studio for building hardware in outdoor environments. The current work in progress, Data HarVest, is a wearable tool that collects physical artifacts and contextual data about fungi for scientific surveys. Early prototypes for this tool are then discussed along with design considerations.","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":"114732797","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}
引用次数: 5
Data Flow, Spatial Physical Computing 数据流,空间物理计算
Á. Cassinelli, D. Saakes
{"title":"Data Flow, Spatial Physical Computing","authors":"Á. Cassinelli, D. Saakes","doi":"10.1145/3024969.3024978","DOIUrl":"https://doi.org/10.1145/3024969.3024978","url":null,"abstract":"Latest hardware improvements on transceivers supporting Low Power Wide Area Networks (LPWAN) make it feasible to connect small battery powered devices hundred of meters or even km away. In this paper, we propose a physical computing paradigm fully exploiting this novel technology. Spatial physical computing (SPC) leverages not only natural manipulation typically used on TUI and construction kits but also integrates the necessary deambulation (around a building or a city) in the process of creating, testing and tuning a distributed smart sensor/actuator network. The overall system is a compound of (an unlimited) set of independent data-processing nodes supporting an event-driven data-flow programming scheme. We demonstrate in a few examples how such networks can be deployed Spatially programmed - through intuitive physical actions, and discuss the unique qualities and challenges of Spatial Physical Computing.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"27 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":"128738791","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}
引用次数: 11
Tea with Crows: Experiencing Proactive Ubiquitous Technology by Interactive Art 与乌鸦一起喝茶:用互动艺术体验主动无处不在的技术
Young Suk Lee
{"title":"Tea with Crows: Experiencing Proactive Ubiquitous Technology by Interactive Art","authors":"Young Suk Lee","doi":"10.1145/3024969.3025058","DOIUrl":"https://doi.org/10.1145/3024969.3025058","url":null,"abstract":"\"Tea with Crows\" is an interactive sculptural installation seeking to enable a poetic use of technology that offers stimulation and provocation. It does so by embedding aesthetic elements, experimental ideas and practical usage into ubiquitous computing. This multi-modal interactive piece connects people to each other, and constructs social conversation while engaging in innovative ambient design and technology. \"Tea with Crows\" explores experiential aesthetic by embedding playful kinetic motion and shape changing interfaces into everyday objects. The transformable form, function, and action of the sculpture are synchronized between the tea table and chandelier enriching the human experience. Ultimately, \"Tea with Crows\" aims to bring an expressive digital object with ubiquitous computing into the foreground of our everyday life by creating proactive interaction beyond the calm display.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"56 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":"122136403","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}
引用次数: 3
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