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

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The Jam Station: Gamifying Collaborative Musical Experiences Through Algorithmic Assessment Jam Station:通过算法评估将协作音乐体验游戏化
Torin Hopkins, Peter Pascente, Wayne Seltzer, Kellie Masterson, E. Do
{"title":"The Jam Station: Gamifying Collaborative Musical Experiences Through Algorithmic Assessment","authors":"Torin Hopkins, Peter Pascente, Wayne Seltzer, Kellie Masterson, E. Do","doi":"10.1145/3430524.3442466","DOIUrl":"https://doi.org/10.1145/3430524.3442466","url":null,"abstract":"The Jam Station is a collaborative musical experience (CME), with embedded sensors to detect, evaluate, and reinforce collaboration among players of all skill levels. The system is also gamified, consisting of four instruments that face a centrally located, vertically oriented, display that visualizes various game states. Playing any of the instruments affect the game as musical collaboration is assessed and visualized on the display. The display also includes a “progress bar’’ which fills up the more players collaborate musically, and to “win’’ the game, the progress bar must be full, initiating a multi-color light show for the players. By creating an environment focused primarily on collaboration, we aim to support collaborative music-making for musicians of all skill levels.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132523571","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
AuxeticBreath: Changing Perception of Respiration  辅助呼吸:改变呼吸知觉
H. Youn
{"title":"AuxeticBreath: Changing Perception of Respiration ","authors":"H. Youn","doi":"10.1145/3430524.3444636","DOIUrl":"https://doi.org/10.1145/3430524.3444636","url":null,"abstract":"AuxeticBreath is an interactive new-media installation that visualizes the rhythmic respiratory rate, as well as tidal volume - the amount of air displaced or exchanged in a single breath - of collective human breaths using soft robotics covered with auxetic structures (i.e. structures with a negative Poisson's ratio, exhibiting the property of becoming thicker when stretched and narrower when compressed) [1]. The goals of this artwork are 1) to encourage audience interaction with collective breaths and user contemplation of the changing perception of respiration during the COVID-19 pandemic; and 2) to explore a new artistic approach using a combination of auxetic structures and soft robotics. The metaphors and artistic expressions of continuous inflation and deflation of elastomers, and the emission of light from the expansion of auxetic structures invite an individual's presence to become part of the larger collective installation, and to take a moment to consider underlying changing perceptions of breath during the pandemic. By employing an emerging technology, we want to encourage other artists to explore and modify techniques and methods generally only used among engineers, and to embrace them as new artistic approaches for realizing their own ideas.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133849793","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: 4
Punch-Sketching E-textiles: Exploring Punch Needle as a Technique for Sustainable, Accessible, and Iterative Physical Prototyping with E-textiles 电子纺织品的打孔素描:探索打孔针作为可持续的技术,可访问的,和迭代的物理原型与电子纺织品
L. Jones, M. Sturdee, Sara Nabil, A. Girouard
{"title":"Punch-Sketching E-textiles: Exploring Punch Needle as a Technique for Sustainable, Accessible, and Iterative Physical Prototyping with E-textiles","authors":"L. Jones, M. Sturdee, Sara Nabil, A. Girouard","doi":"10.1145/3430524.3440640","DOIUrl":"https://doi.org/10.1145/3430524.3440640","url":null,"abstract":"Tangible toolkits enable individuals to explore concepts through combining components together and taking them apart. The strength and limitation of many e-textile toolkits is that threads hold them in place, and once put together they need destructive methods to take them apart. In this paper, we propose Punch-Sketching e-textiles, a drawing technique that uses a punch needle to iteratively prototype soft circuits. The benefits of this approach is sustainability and reusability where users can easily pull out circuits without damaging the materials or creating waste, while also testing out concepts using the actual threads that will be used in the final prototype. To validate our technique, we ran three studies comparing sewing and punching e-textiles through: 1) Understanding the process with two fiber artists; 2) Exploring the potential with four beginner users; and 3) Utilizing our methods further with 10 occupational therapists. Insights from these three studies include when and how to use each method, toolkit recommendations, considerations for iterative physical prototyping, sustainability, and accessibility.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116161842","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: 21
Sleep-Mode: On Sleeping With Wearable Technology 睡眠模式:关于可穿戴技术的睡眠
A. Nagele
{"title":"Sleep-Mode: On Sleeping With Wearable Technology","authors":"A. Nagele","doi":"10.1145/3430524.3443689","DOIUrl":"https://doi.org/10.1145/3430524.3443689","url":null,"abstract":"This paper introduces a Ph.D. research project on the affective relationships between users and wearable sleep-trackers. Sleep monitoring is a recent addition to wearable technology, computing in the intimate sphere of the body. Wearable devices interact with the human body, often bypassing conscious thought and manipulating behaviours. The acceptance of sleep-trackers transforms the discourse of sleep from a passive, non-reflexive experience into an active, measurable performance. The sleeping body becomes part of a network of sensing devices where human behaviour becomes operationalised. This exploratory research project aims to untangle the effects of sleep-tracking on individual and social levels. Through analysis of language and discourse a first study aims to identify the human and non-human subjectivities such technology produces and the affective relationships between them. The findings of this project will provide a starting point for a posthuman approach to designing wearable technology.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115347932","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: 0
Knit Stretch Sensor Placement for Body Movement Sensing 用于身体运动感应的针织拉伸传感器安置
An Liang, R. Stewart, Rachel Freire, N. Bryan-Kinns
{"title":"Knit Stretch Sensor Placement for Body Movement Sensing","authors":"An Liang, R. Stewart, Rachel Freire, N. Bryan-Kinns","doi":"10.1145/3430524.3440629","DOIUrl":"https://doi.org/10.1145/3430524.3440629","url":null,"abstract":"Motion capture technology is widely used in movement-related Human-Computer Interaction, especially in digital arts such as digital dance performance. This paper presents a knit stretch sensor-based dance leotard design to evaluate the locations where the sensors best capture the movement on the body. Two studies are undertaken: (1) interviews to determine user requirements of a dance movement sensing system; (2) evaluation of sensor placement on the body. Ten interviewees including dancers, choreographers, and technologists describe their requirements and expectations for a body movement sensing system. The centre of the body (the torso) is determined to be the area of primary interest for dancers and choreographers to sense movement, and technologists find the robustness of textile sensors the most challenging for textile sensing system design. A dance leotard toile is then designed with sensor groupings on the torso along the direction of major muscles, based on the interviewees’ preferred movements to be captured. Each group of the sensors are evaluated by comparing their signal output and a Vicon motion capture system. The evaluation shows sensors which are constantly under tension perform better. For example, sensors on the upper back have a higher success rate than the sensors on the lower back. The dance leotard design was found to capture the movements of standing lean back and standing waist twists the best.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125285134","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: 4
“Can you help me move this over there?”: training children with ASD to joint action through tangible interaction and virtual agent “你能帮我把这个搬到那边吗?”:通过有形互动和虚拟代理,训练自闭症儿童共同行动
Tom Giraud, Brian Ravenet, C. Dang, J. Nadel, E. Prigent, Gael Poli, E. André, Jean-Claude Martin
{"title":"“Can you help me move this over there?”: training children with ASD to joint action through tangible interaction and virtual agent","authors":"Tom Giraud, Brian Ravenet, C. Dang, J. Nadel, E. Prigent, Gael Poli, E. André, Jean-Claude Martin","doi":"10.1145/3430524.3440646","DOIUrl":"https://doi.org/10.1145/3430524.3440646","url":null,"abstract":"New technologies for autism focus on the training of either social skills or motor skills, but not both. Such a dichotomy omits a wide range of joint action tasks that require the coordination of two persons (e.g. moving a heavy furniture). The training of these physical tasks performed in dyad has great potential to foster inclusiveness while having an impact on both social and motor skills. In this paper, we present the design of a tangible and virtual interactive system for the training of children with Autism Spectrum Disorder (ASD) in performing joint actions. The proposed system is composed of a virtual character projected onto a surface on which a tangible object is magnetized: both the user and the virtual character hold the object, thus simulating a joint action. We report and discuss preliminary results of a field training study, which shows the potential of the interactive system.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121294334","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
VirtualWire: Supporting Rapid Prototyping with Instant Reconfigurations of Wires in Breadboarded Circuits VirtualWire:支持快速原型设计,在面包板电路中即时重新配置电线
Woojin Lee, Ramkrishna Prasad, Seungwoo Je, Yoon-Ji Kim, Ian Oakley, Daniel Ashbrook, Andrea Bianchi
{"title":"VirtualWire: Supporting Rapid Prototyping with Instant Reconfigurations of Wires in Breadboarded Circuits","authors":"Woojin Lee, Ramkrishna Prasad, Seungwoo Je, Yoon-Ji Kim, Ian Oakley, Daniel Ashbrook, Andrea Bianchi","doi":"10.1145/3430524.3440623","DOIUrl":"https://doi.org/10.1145/3430524.3440623","url":null,"abstract":"Assembling circuits is a challenging and time consuming activity for novice makers, frequently resulting in incorrect placements of wires and components into breadboards. This results in errors that are difficult to identify and debug, and delays that hinder creating, exploring or reconfiguring circuit layouts. This paper presents VirtualWire, a tool that allows users to rapidly design and modify circuits in software and have these changes instantiated in real-time as electrical connections on a physical breadboard. To achieve this, VirtualWire dynamically translates circuit design files into physical connections inside a hardware switching matrix, which handles wiring across breadboard rows and to/from an embedded Arduino. The user can interactively test, tune, and share different circuit layouts for an Arduino shield, and once satisfied, can fabricate the circuit on a permanent substrate. Quantitative and qualitative user studies demonstrate that VirtualWire significantly reduces the time taken for (by 37%), and the number of errors made during (by 53%) circuit assembly, while also supporting users in creating readable, space-efficient and flexible layouts.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130339860","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
The Undyeing Swatch 不朽的斯沃琪
Fiona Bell
{"title":"The Undyeing Swatch","authors":"Fiona Bell","doi":"10.1145/3430524.3444704","DOIUrl":"https://doi.org/10.1145/3430524.3444704","url":null,"abstract":"The Undyeing Swatch utilizes a combination of visible Light Emitting Diodes (LEDs) and photocatalytic nanoparticles to diminish the color of organically dyed textiles. As such, this swatch explores ’undyeing’ as a design process that utilizes light and dye as materials for controlled interaction. The swatch itself consists of a knitted cotton I-cord coated with silver doped titanium dioxide nanoparticles (TiO2/Ag) and dyed with hibiscus. The I-cord is used to encase a strand of LEDs and was then continuously woven into a swatch. When the LEDs are turned on, the light activates the nanoparticles which in turn break down organic matter (the dye). This swatch provides a proof of concept for the undyeing process, which I believe could be an interesting area of future exploration for HCI researchers and artists alike.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130700453","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: 0
Turning everyday objects into passive tangible controllers 将日常物品变成被动的有形控制器
Adam Drogemuller, James A. Walsh, Ross T. Smith, Matt Adcock, B. Thomas
{"title":"Turning everyday objects into passive tangible controllers","authors":"Adam Drogemuller, James A. Walsh, Ross T. Smith, Matt Adcock, B. Thomas","doi":"10.1145/3430524.3442460","DOIUrl":"https://doi.org/10.1145/3430524.3442460","url":null,"abstract":"In augmented reality (AR), gesture/hand-based interactions are becoming more common place over tangible user interfaces (TUIs) and physical controllers. Major concerns regard portability and battery-life with TUIs and physical controllers in an AR environment. For a TUI or physical controller to be usable ”on the go” and in the field, they need to be compact such that they can be easily deployable. Subsequently, it is desirable to be low-energy or powerless, such that the device remains functional after long periods. In this paper, we present our initial design towards a powerless, passive controller that leverages the optical camera of a AR head-mounted display (such as the Hololens or Magic Leap) for tracking. We discuss related work, design motivations, high and low fidelity designs, opportunistic/adaptable input modalities, and use cases. We conclude with propositions for future work.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125715779","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: 10
Soundyssey: Hybrid Enrichment System for Elephants in Managed Care Soundyssey:管理式护理中大象的杂交富集系统
Yating Wu, Harpreet Sareen, Gabriel Miller
{"title":"Soundyssey: Hybrid Enrichment System for Elephants in Managed Care","authors":"Yating Wu, Harpreet Sareen, Gabriel Miller","doi":"10.1145/3430524.3442469","DOIUrl":"https://doi.org/10.1145/3430524.3442469","url":null,"abstract":"Animals in managed care ideally are provided with environmental stimuli for their psychological and physiological well-being. Most commonly, food-based enrichment methods are used to mimic wild conditions, allowing animals to search and forage. Other sensory stimulation devices may be employed to reduce stereotypical behaviors. However, many of these devices fall short in providing choice and control to animals, an important factor in cognitive engagement. In this paper, we present a case study conducted at the San Diego Zoo that explores such design for two elephants. The resultant system, called Soundyssey, is an active auditory enrichment device for elephants that encourages play behaviors through embodied interaction. Our preliminary results indicate that elephants understood the system and interacted with the interface significantly longer than with passive objects. During the interactions, elephants showed more positive behaviors such as focused exploration, reducing the possibility of negative stereotypical behaviors. We suggest that such technologically-enhanced objects and embodied design can enhance standards of managed animal care.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126231269","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: 0
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