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

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Unfolding an Industrial Design Approach to Physical Computing 展开工业设计方法到物理计算
C. Zheng
{"title":"Unfolding an Industrial Design Approach to Physical Computing","authors":"C. Zheng","doi":"10.1145/3173225.3173344","DOIUrl":"https://doi.org/10.1145/3173225.3173344","url":null,"abstract":"Industrial designers working to develop tangible interactive systems require new skills to integrate technology into their prototypes. My research investigates how to facilitate physical computing for industrial design students in a manner that is in line with the practices and values of the profession. Different toolkits have been developed through this research to scaffold industrial designers as they make tangible interactive artifacts. Through investigating this toolkits in the wild, I aim to develop an approach to inform educators as they structure industrial design programs to support students in design tangible interactive systems.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126465801","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
Synesthetic Experience in S T R A T I C S - T - R - A - T - I - C的合成经验
V. Simbelis, Anders Lundström
{"title":"Synesthetic Experience in S T R A T I C","authors":"V. Simbelis, Anders Lundström","doi":"10.1145/3173225.3173310","DOIUrl":"https://doi.org/10.1145/3173225.3173310","url":null,"abstract":"How do we humanize digital interactive technology? One way is through our experience with technology. With S T R A T I C we present several post-digital concepts to discuss the relationship of the digital in regard to our human lives. We emphasize the synesthetic experience along with other aesthetic experiences and materiality issues with manifestations of the digital in the physical world, tangible approaches to sonic performances, or exposure of internal logics of technological processes. In this paper, we propose both exhibiting our work as an art installation and via a live performance. We regard it as being highly relevant to the topic of the TEI Arts Track exhibition: post-digital materiality at the intersection of the analog and the digital, and to its tangible aspects.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127844216","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: 2
"You Better Eat to Survive": Exploring Cooperative Eating in Virtual Reality Games “为了生存,你最好吃”:探索虚拟现实游戏中的合作进食
P. Arnold, R. A. Khot, F. Mueller
{"title":"\"You Better Eat to Survive\": Exploring Cooperative Eating in Virtual Reality Games","authors":"P. Arnold, R. A. Khot, F. Mueller","doi":"10.1145/3173225.3173238","DOIUrl":"https://doi.org/10.1145/3173225.3173238","url":null,"abstract":"\"You Better Eat to Survive\" is a two-player virtual reality game that involves eating real food to survive and ultimately escape from a virtual island. We sense eating actions of players by analyzing chewing sounds captured by a low-cost microphone attached to the players cheek. Our interest in using cooperative eating as a way of interacting in virtual reality is driven by the possibilities of creating a cross-modal gameplay experience that benefits social interactions. A user study with 22 players showed that eating real food improved players feeling of presence, challenged trust dependencies and made the survival aspect of the game feel more \"real\". We use these insights to articulate three design themes that can guide designers in creating virtual reality games that incorporate cooperative eating. Ultimately, our work aims to guide design thinking towards using underexplored interaction methods in virtual reality games, thereby reiterating the post-digital design theme of TEI 2018.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"193 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122829351","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: 47
Designing eTextiles for the Body: Shape, Volume & Motion 为人体设计纺织品:形状,体积和运动
Rachel Freire, Paul Strohmeier, Cédric Honnet, Jarrod Knibbe, Sophia Brueckner
{"title":"Designing eTextiles for the Body: Shape, Volume & Motion","authors":"Rachel Freire, Paul Strohmeier, Cédric Honnet, Jarrod Knibbe, Sophia Brueckner","doi":"10.1145/3173225.3173331","DOIUrl":"https://doi.org/10.1145/3173225.3173331","url":null,"abstract":"In this studio, we will improve our tailoring skills in order to better integrate technology into clothing. Leveraging the volumetric nature of clothing, we will create eTextile interfaces that fit the shape of the body and are designed around how bodies move. This studio will consist of a short masterclass led by an expert fashion designer followed by materials experimentation and working on individual projects. We will introduce and demo a variety of ways to design and implement 3-dimensional eTextiles as well as how to integrate them with interactive systems.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123357703","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
Exploring Around-Device Tangible Interactions for Mobile Devices with a Magnetic Ring 用磁环探索移动设备周围的有形交互
Victor Cheung, A. Girouard
{"title":"Exploring Around-Device Tangible Interactions for Mobile Devices with a Magnetic Ring","authors":"Victor Cheung, A. Girouard","doi":"10.1145/3173225.3173283","DOIUrl":"https://doi.org/10.1145/3173225.3173283","url":null,"abstract":"We present our initial work on using a magnetic ring as a tangible input control to support around-device interactions for mobile devices, aiming to address touchscreen issues such as occlusion and imprecision, at the same time provides tangibility to interaction. This input mechanism allows users to use the surface on which the mobile device is placed as an extended input space, with a rotatory motion as the main form of interaction. Our technique requires no calibration, no modifications to the mobile device, and no external power for the ring, which also functions as an accessory item (a finger ring) when not in use. We discuss our design criteria, prototype implementation and illustrative applications, and directions for future work.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117313043","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
Loominary: Crafting Tangible Artifacts from Player Narrative Loominary:从玩家叙述中创造有形的物品
Anne Sullivan, Joshua Mccoy, Sarah Hendricks, Brittany Williams
{"title":"Loominary: Crafting Tangible Artifacts from Player Narrative","authors":"Anne Sullivan, Joshua Mccoy, Sarah Hendricks, Brittany Williams","doi":"10.1145/3173225.3173249","DOIUrl":"https://doi.org/10.1145/3173225.3173249","url":null,"abstract":"While game narrative provides a story for the player to experience, the moment-to-moment decisions made by the player are just as important to the experience. These decisions make up a personal narrative that the player creates through their choices and actions within the game. These stories describe the player's experience, and are the stories that often get shared and retold by the player. However, these narratives are rarely captured by the game and instead rely on the player to memorize and retell them. In response to this, we designed Loominary, a game platform that plays Twine games using a rigid heddle table-top loom as a controller. Not only does this provide a new method of interacting with a game, but also records each of the player's choices into a tangible object that is created by interacting with the game. Loominary is a working prototype and in this paper, we discuss the design considerations and areas for improvement.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114158135","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
Feeling Virtual Worlds: An Exploration into Coupling Virtual and Kinaesthetic Experiences 感受虚拟世界:虚拟与动觉体验耦合的探索
Joey Campbell, T. Hogan, Mike Fraser
{"title":"Feeling Virtual Worlds: An Exploration into Coupling Virtual and Kinaesthetic Experiences","authors":"Joey Campbell, T. Hogan, Mike Fraser","doi":"10.1145/3173225.3173281","DOIUrl":"https://doi.org/10.1145/3173225.3173281","url":null,"abstract":"In this paper we describe an exploratory study that incorporates the design, implementation and study of a system that utilises virtual reality, tangible interaction and force feedback. The approach we take is to design a VR system that incorporates a moveable tangible interface (wheelchair), which overlaps seamlessly with a 3d counterpart in the virtual world. The user interacts with the virtual environment by pushing the physical wheelchair, which simultaneously controls the virtual avatar. In the virtual world we place objects that once collided with trigger force feedback by stopping the physical wheelchair. In this paper we discuss the design rationale and technical implementation and follow by describing the next phase of this work in progress.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114830990","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
Kinetic Body Extensions for Social Interactions 社交互动的动态身体扩展
Kate Hartman, Boris Kourtoukov, Erin Lewis
{"title":"Kinetic Body Extensions for Social Interactions","authors":"Kate Hartman, Boris Kourtoukov, Erin Lewis","doi":"10.1145/3173225.3173333","DOIUrl":"https://doi.org/10.1145/3173225.3173333","url":null,"abstract":"This studio invites participants to explore ways of extending physical expressivity through a combined use of wearable electronics and structural textile design. Participants are introduced to an electronics and material prototyping method developed by Social Body Lab for constructing kinetic textile body extensions intended for use in social interactions. Participants will learn to use a servo motor in combination with folded and pleated paper, textiles, and structural materials to create a kinetic wearable module that can expand and contract in form. These kinetic modules can vary in size, form, complexity, and placement on the body, depending on the intended application. Pressure, flexion, ambient light, and electromyography (EMG) are sensors that will be explored as possible triggers for these modules using body movements and gestures. Through prototyping, testing, wearing, and group discussion, participants will explore ways in which their kinetic body extensions can amplify, extend, or subvert existing body language.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"182 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123291585","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
zPatch: Hybrid Resistive/Capacitive eTextile Input zPatch:混合电阻/电容纺织品输入
Paul Strohmeier, Jarrod Knibbe, Sebastian Boring, K. Hornbæk
{"title":"zPatch: Hybrid Resistive/Capacitive eTextile Input","authors":"Paul Strohmeier, Jarrod Knibbe, Sebastian Boring, K. Hornbæk","doi":"10.1145/3173225.3173242","DOIUrl":"https://doi.org/10.1145/3173225.3173242","url":null,"abstract":"We present zPatch: an eTextile patch for hover, touch, and pressure input, using both resistive and capacitive sensing. zPatches are made by layering a piezo-resistive material between silver-plated ripstop, and embedding it in non-conductive fabric to form a patch. zPatches can be easily ironed onto most fabrics, in any location, enabling easy prototyping or ad hoc modifications of existing garments. We provide open-source resources for building and programming zPatches and present measures of the achieva-ble sensing resolution of a zPatch. A pressure based targeting task demonstrated users could reliably hit pressure tar-gets at up to 13 levels, given appropriate feedback. We demonstrate that the hybrid sensing approach reduces false activations and helps distinguish between gestures. Finally, we present example applications in which we use zPatches for controlling a music player, text entry and gaming input.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125530521","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: 40
Kniwwelino: A Lightweight and WiFi Enabled Prototyping Platform for Children Kniwwelino:一个轻量级和WiFi支持的儿童原型平台
V. Maquil, Christian Moll, Lou Schwartz, J. Hermen
{"title":"Kniwwelino: A Lightweight and WiFi Enabled Prototyping Platform for Children","authors":"V. Maquil, Christian Moll, Lou Schwartz, J. Hermen","doi":"10.1145/3173225.3173275","DOIUrl":"https://doi.org/10.1145/3173225.3173275","url":null,"abstract":"Nowadays, computational thinking skills are considered as fundamental for our future daily life and many initiatives and tools are created to foster these skills. In this paper, we present the Kniwwelino, a new platform for prototyping physical computing projects based on WiFi. The novelty of our solution lies in the use of a WiFi chip on a small, extendable board, programmable via a block based visual programming language, making the platform compact, low-cost, WiFi enabled, and accessible to children. This paper presents the design rationale and implementation of the platform as well as two simple, example projects making use of the new WiFi-based functionalities.","PeriodicalId":176301,"journal":{"name":"Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125563265","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
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