Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction最新文献

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Exploring the Aesthetics of Tangible Interaction: Experiments on the Perception of Hybrid Objects 探索有形互动的美学:对混合物体感知的实验
Daniela Petrelli, A. Soranzo, L. Ciolfi, J. Reidy
{"title":"Exploring the Aesthetics of Tangible Interaction: Experiments on the Perception of Hybrid Objects","authors":"Daniela Petrelli, A. Soranzo, L. Ciolfi, J. Reidy","doi":"10.1145/2839462.2839478","DOIUrl":"https://doi.org/10.1145/2839462.2839478","url":null,"abstract":"We report the results of an extended empirical two-stage study on the aesthetics of hybrid objects that combine form and behaviour. By combining two shapes (spheres and cubes); two sizes (7.5cm and 15cm); two materials (fabric and plastic); and four behaviours (emitting light, emitting sound, vibrating or displaying no behaviour) we created 32 objects that differ for a single feature. In a between-participants study, 175 participants assessed and described the 32 objects. From this, seven dimensions were identified: pleasant; interesting; comfortable; playful; relaxing; special and surprising. In a second between-participants experiment 486 participants rated each object on the seven dimensions from the first study. Overall Spheres, Fabric, and Vibration were the preferred features, but for some of the dimensions specific combinations of features were rated more positively. This paper contribution is twofold: it provides a first study on the aesthetic of tangible interaction as a combination of form and behaviour outlining a potential instrument to measure it; and it provides empirical evidence of the value of experimenting with different forms (spheres) and material (fabric) even if they are difficult to create as they generate the strongest aesthetic effects.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121014075","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: 22
Comparing Tangible and Multi-touch Interaction for Interactive Data Visualization Tasks 在交互式数据可视化任务中比较有形和多点触摸交互
Shiroq Al-Megren, R. Ruddle
{"title":"Comparing Tangible and Multi-touch Interaction for Interactive Data Visualization Tasks","authors":"Shiroq Al-Megren, R. Ruddle","doi":"10.1145/2839462.2839464","DOIUrl":"https://doi.org/10.1145/2839462.2839464","url":null,"abstract":"Interactive visualization plays a key role in the analysis of large datasets. It can help users to explore data, investigate hypotheses and find patterns. The easier and more tangible the interaction, the more likely it is to enhance understanding. This paper presents a tabletop Tangible User Interface (TUI) for interactive data visualization and offers two main contributions. First, we highlight the functional requirements for a data visualization interface and present a tabletop TUI that combines tangible objects with multi-touch interaction. Second, we compare the performance of the tabletop TUI and a multi-touch interface. The results show that participants found patterns faster with the TUI. This was due to the fact that they adopted a more effective strategy using the tabletop TUI than the multi-touch interface.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121749087","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: 14
Performance-Led Design of Computationally Generated Audio for Interactive Applications 交互式应用中计算生成音频的性能主导设计
Christian Heinrichs, Andrew Mcpherson
{"title":"Performance-Led Design of Computationally Generated Audio for Interactive Applications","authors":"Christian Heinrichs, Andrew Mcpherson","doi":"10.1145/2839462.2854109","DOIUrl":"https://doi.org/10.1145/2839462.2854109","url":null,"abstract":"Stylized temporal behaviour is difficult to incorporate into computational models of environmental sound, requiring either a specialised algorithm or a potentially large amount of scripted automation. For decades Foley artists have relied on embodied performance to rapidly generate expressive sound effects for the moving image. This research project explores performance-led techniques in the design of computational audio for interactive applications.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115980790","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
Grasping Cultural Context through Multisensory Interactions 通过多感官互动把握文化语境
Jamie Kwan, J. Chu, Daniel Harley, M. McBride, Ali Mazalek
{"title":"Grasping Cultural Context through Multisensory Interactions","authors":"Jamie Kwan, J. Chu, Daniel Harley, M. McBride, Ali Mazalek","doi":"10.1145/2839462.2856537","DOIUrl":"https://doi.org/10.1145/2839462.2856537","url":null,"abstract":"This paper describes the research and design of three tangible and embodied prototypes that aim to enable users to meaningfully engage with an artifact's historical context and use. Together, these prototypes engage users in a cultural heritage experience that is sensorially embodied through a 'multimodal' ensemble of visual, aural, tactile, and olfactory interactions. A preliminary user test suggests that future work on multisensory interaction should focus on developing accessible design principles and considerations that support a sensorially embodied and tangible understanding of historical artifacts. We suggest that multisensory interactions present significant opportunities for interactive exhibits to expand our access to cultural history and its artifacts.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124132995","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: 7
ChillFish: A Respiration Game for Children with ADHD ChillFish:一款针对多动症儿童的呼吸游戏
Tobias Sonne, M. Jensen
{"title":"ChillFish: A Respiration Game for Children with ADHD","authors":"Tobias Sonne, M. Jensen","doi":"10.1145/2839462.2839480","DOIUrl":"https://doi.org/10.1145/2839462.2839480","url":null,"abstract":"Breathing exercises can help children with ADHD control their stress level, but it can be hard for a child to sustain attention throughout such an exercise. In this paper, we present ChillFish, a breath-controlled biofeedback game designed in collaboration with ADHD professionals to investigate the possibilities of combining breathing exercises and game design. Based on a pilot study with 16 adults, we found that playing ChillFish had a positive effect, helping the participants to reach a relaxed state similar to the one offered by traditional breathing exercises. Further, we analyze the opportunities and challenges of creating a tangible respiration-based controller and use it as a core game mechanic. Finally, we discuss the challenge of balancing engagement and relaxation in physically controlled games for children with ADHD in order to make a game that can be calming and still sustain their attention.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128403997","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: 92
Experience as an Object to Think with: from Sensing-in-action to Making-Sense of action in Full-Body Interaction Learning Environments 作为思考对象的经验:从动作感知到全身互动学习环境中的动作理解
Laura Malinverni, E. Ackermann, N. Parés
{"title":"Experience as an Object to Think with: from Sensing-in-action to Making-Sense of action in Full-Body Interaction Learning Environments","authors":"Laura Malinverni, E. Ackermann, N. Parés","doi":"10.1145/2839462.2839477","DOIUrl":"https://doi.org/10.1145/2839462.2839477","url":null,"abstract":"We present a qualitative, idiographic study aimed at exploring how children create bridges between embodied experience and meaning construction while interacting with a Full-Body Interaction Learning Environment. Starting from the analysis of four case studies, we illustrate different possible paths through which children can transform embodied experience into an 'object--to-think-with' and delineate the different resources for meaning making that they employed. These outcomes contribute to expand the current understanding around embodied learning with interactive technologies, as well as suggest a set of qualities to think about interaction design and future research.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132203222","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: 28
LivingSurface: Biofeedback through Shape-changing Display LivingSurface:通过形状变化显示的生物反馈
Bin Yu, N. Bongers, A. V. Asseldonk, Jun Hu, M. Funk, L. Feijs
{"title":"LivingSurface: Biofeedback through Shape-changing Display","authors":"Bin Yu, N. Bongers, A. V. Asseldonk, Jun Hu, M. Funk, L. Feijs","doi":"10.1145/2839462.2839469","DOIUrl":"https://doi.org/10.1145/2839462.2839469","url":null,"abstract":"In this paper we describe the concept, design and implementation of LivingSurface, an interactive wall-like surface as a shape-changing display of biofeedback. The surface changes its shape responding to an individual's physiological data, reflecting the internal bodily processes. The surface design basically consists of two layers: the pattern layer (front layer) and the actuating layer (back layer). The first is a complex paper-based structure with repetitive incisions created by laser cutting. The actuating layer serves as a medium transforming the force from servomotors, vibration motors or fans into an action on the pattern layer. The cutout patterns are stimulated to vibrate, swing, bulge, or rotate which is used to display physiological information in dynamic physical form. This work has been exhibited on Milan Design Week 2015; we collected and analyzed the feedback from the visitors during the exhibition and discuss the possibilities of the proposed surfaces as a shape-changing interface of biofeedback or an ambient display of information.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"279 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132719747","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: 34
Embodying Alternate Attitudes: Design Opportunities for Physical Interfaces in Persuasive Gaming Experiences 体现不同态度:说服性游戏体验中物理界面的设计机会
Emily S. Cramer, Brendan Matkin, A. Antle
{"title":"Embodying Alternate Attitudes: Design Opportunities for Physical Interfaces in Persuasive Gaming Experiences","authors":"Emily S. Cramer, Brendan Matkin, A. Antle","doi":"10.1145/2839462.2856525","DOIUrl":"https://doi.org/10.1145/2839462.2856525","url":null,"abstract":"The ability to view issues through alternate attitudes is an increasingly valuable skill. Persuasive games provide users an opportunity to practice adopting alternate attitudes, but users' pre-existing attitudes can get in the way. Multi-player games can use collaboration to help users overcome their pre-existing attitudes, but techniques for single-player games are lacking. In this paper we suggest that physical interface features (e.g., temperature) could be used to prime alternate attitudes in users. Embodied metaphor theory provides a framework for relating physical characteristics of an interface to more abstract concepts like emotions and beliefs. To empirically validate our design concept, we instantiate it in Thermouse: a temperature-controlled mouse that serves as a research instrument to assess whether interface temperature can help users explore alternate attitudes towards divisive humanitarian issues.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114967188","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
Substituting Color for Haptic Attributes in Conceptual Metaphors for Tangible Interaction Design 有形交互设计中概念隐喻中触觉属性的颜色替代
Diana Löffler, Lennart Arlt, Takashi Toriizuka, Robert Tscharn, J. Hurtienne
{"title":"Substituting Color for Haptic Attributes in Conceptual Metaphors for Tangible Interaction Design","authors":"Diana Löffler, Lennart Arlt, Takashi Toriizuka, Robert Tscharn, J. Hurtienne","doi":"10.1145/2839462.2839485","DOIUrl":"https://doi.org/10.1145/2839462.2839485","url":null,"abstract":"Studies in tangible interaction have investigated how physical object attributes can stand for abstract content (e.g. IMPORTANT IS HEAVY). A less expensive and more practical alternative to dynamically change, for example, the size, weight or temperature of tangibles, could be using color-to-abstract mappings. Grounded in embodied cognition theory, a number of color-for-haptic substitutions are derived (e.g. DARK COLORS ARE HEAVY). These substitutions are then tested for their effectiveness with 15 conceptual metaphors (e.g. IMPORTANT IS DARK COLOR). In four conditions (haptic, color, haptic-color congruence, haptic-color incongruence) 48 participants matched objects of different colors, sizes, weights or temperatures with abstract words. The results indicate that color can replace haptic attributes in metaphoric mappings and that designers need to explicitly design for color, because metaphor-incongruent colors can hamper the effectiveness of metaphorical mappings. The results also indicate that an embodied experiential view can circumvent arguing about specific colors with high-level symbolic meanings.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120938037","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: 12
Navigation of Pitch Space on a Digital Musical Instrument with Dynamic Tactile Feedback 基于动态触觉反馈的数字乐器音高空间导航
Robert H. Jack, T. Stockman, Andrew Mcpherson
{"title":"Navigation of Pitch Space on a Digital Musical Instrument with Dynamic Tactile Feedback","authors":"Robert H. Jack, T. Stockman, Andrew Mcpherson","doi":"10.1145/2839462.2839503","DOIUrl":"https://doi.org/10.1145/2839462.2839503","url":null,"abstract":"We present a study investigating the impact of dynamic tactile feedback on performer navigation of a continuous pitch space on a digital musical instrument. Ten musicians performed a series of blind pitch selection and melodic tasks on a self-contained digital musical instrument with audio-frequency tactile feedback that was generated in response to their interaction. Results from the study show that tactile feedback can positively impact a performer's ability to play in tune when the instrument is hidden from sight, however with a temporal impact on performance. Furthermore, several playing techniques were observed that emerged from the performer's engagement with the tactile feedback conditions. We discuss the implications of our findings in the context of tangible interface design and non-visual interface navigation. We also discuss how our implementation suggests guidelines for future instruments and interfaces incorporating dynamic tactile feedback and present a novel tactile feedback technique that uses tactile 'beating'.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125013112","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
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