{"title":"DESU 100: about the temptation to destroy a robot","authors":"Julia Ringler, Holger Reckter","doi":"10.1145/2148131.2148164","DOIUrl":"https://doi.org/10.1145/2148131.2148164","url":null,"abstract":"Whilst previous research examined the behaviour of humans instructed to destroy robots, this paper is concerned with the question \"Are humans tempted to destroy robots?\" For this purpose, an interactive installation was created, consisting of the robot DESU 100 and a button on a pedestal. The visitors of this installation were faced with the opportunity to push the button, and herewith forcing the robot to hit itself. Despite feeling sympathy for DESU 100, most of the visitors yielded to the temptation and pressed the button at least once, experiencing satisfaction.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124263533","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}
Ylva Fernaeus, Anna Vallgårda, M. Tharakan, Anders Lundström
{"title":"Touch and feel soft hardware","authors":"Ylva Fernaeus, Anna Vallgårda, M. Tharakan, Anders Lundström","doi":"10.1145/2148131.2148217","DOIUrl":"https://doi.org/10.1145/2148131.2148217","url":null,"abstract":"With soft hardware we refer to electronic components, coatings, and shells built from materials that make them elastic, flexible, floppy and malleable. By introducing new material properties into electronic and computational contexts we expect to open new paths for designing interactive things. Building electronics with textile and other soft materials may easily degrade elements such as speed, power, and storage capacities; however, these constraints can be acceptable if not down right desirable in these new contexts. We see how sensors, actuators, computers and even battery cells made of soft materials enables us to embed them into soft shapes that in turn afford certain forms of interaction. With the term soft hardware, we also highlight the interplay between computational and physical materials in interaction designs.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121001525","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":"Bridging the gap: attribute and spatial metaphors for tangible interface design","authors":"Anna Macaranas, A. Antle, B. Riecke","doi":"10.1145/2148131.2148166","DOIUrl":"https://doi.org/10.1145/2148131.2148166","url":null,"abstract":"If tangible user interfaces (TUIs) are going to move out of research labs and into mainstream use they need to support tasks in abstract as well as spatial domains. Designers need guidelines for TUIs in these domains. Conceptual Metaphor Theory can be used to design the relations between physical objects and abstract representations. In this paper, we use physical attributes and spatial properties of objects as source domains for conceptual metaphors. We present an empirical study where twenty participants matched physical representations of image schemas to metaphorically paired adjectives. Based on our findings, we suggest twenty pairings that are easily identified, suggest groups of image schemas that can serve as source domains for a variety of metaphors, and provide guidelines for structuring physical-abstract mappings in abstract domains. These guidelines can help designers apply metaphor theory to design problems in abstract domains, resulting in effective interaction.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125840815","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}
Dustin Freeman, Fanny Chevalier, Emma Westecott, Kyle Duffield, Kate Hartman, Derek F. Reilly
{"title":"Tweetris: play with me","authors":"Dustin Freeman, Fanny Chevalier, Emma Westecott, Kyle Duffield, Kate Hartman, Derek F. Reilly","doi":"10.1145/2148131.2148201","DOIUrl":"https://doi.org/10.1145/2148131.2148201","url":null,"abstract":"We present Tweetris, a full-body interactive Tetris game with extended audience participation. Snapshots of players making correct tetrominos are tweeted, and this feed is used by a mobile and web-based Tetris game, which can be played from anywhere in real-time.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126703651","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":"Session details: Intangibles","authors":"P. Bennett","doi":"10.1145/3256398","DOIUrl":"https://doi.org/10.1145/3256398","url":null,"abstract":"","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116130241","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":"RePlay: a workshop exploring creativity in action","authors":"Layda Gongora","doi":"10.1145/2148131.2148216","DOIUrl":"https://doi.org/10.1145/2148131.2148216","url":null,"abstract":"RePlay is a process that focuses on the design process of tangible interfaces for example mobiles or other pervasive technologies for which concerns such as physicality, context, service, form, spatial requirements, and technical requirements play an important role. Similar to body storming RePlay explores movement as a tool, yet rather than having participatory design aims, the focus is will be upon improvisational creativity and how this type of thinking is useful for designers.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121861958","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}
M. Gardiner, Hideaki Ogawa, C. Lindinger, Roland Haring, Emiko Ogawa, My Trinh Gardiner, Martina Mara, H. Hörtner
{"title":"SWITCH: case study of an edutainment kit for experience design in everyday life","authors":"M. Gardiner, Hideaki Ogawa, C. Lindinger, Roland Haring, Emiko Ogawa, My Trinh Gardiner, Martina Mara, H. Hörtner","doi":"10.1145/2148131.2148188","DOIUrl":"https://doi.org/10.1145/2148131.2148188","url":null,"abstract":"We introduce a method to stimulate and catalyse the creativity of students and the general public in the field of experience design. The research is centered on a product design called SWITCH: a simple creative prototyping platform for everyday use which can be likened to picture frame containing a picture with two states, an on and an off state. The states are switched by one of three types of adjustable sensors (light, human, sound) and mechanism. The pictures can be easily customized with analogue art materials like pens and brushes. Our core motivation was to design a product that would bypass the inherent complexities of technology as much as possible, and directly engage the student in creating their own experience design concept with SWITCH. In this paper we introduce our motivation, methods, design and workshop strategies, and evaluations from workshops with the general public.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121985316","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":"Easigami: virtual creation by physical folding","authors":"Yingdan Huang, M. Eisenberg","doi":"10.1145/2148131.2148143","DOIUrl":"https://doi.org/10.1145/2148131.2148143","url":null,"abstract":"With the advent of affordable three-dimensional printing and fabrication devices, the design of 3D objects has become an increasingly central activity in creative computational work. A recurring issue in this sort of design, however, is overcoming the \"two-dimensional bottleneck\" of the standard computer screen and associated conventional input devices: that is, it is difficult to create and visualize tangible objects using such hardware combination and (generally complex) modeling software. As a consequence, there is a growing need for a variety of innovative 3D input tools and techniques that allow users to create, customize, and visualize spatial objects and information \"by hand\". This paper describes a working example of such a tool: a tangible 3D sketching tool called Easigami, which permits users to assemble a wide variety of polyhedral objects by connecting and folding polygonal pieces. The physical arrangement of Easigami pieces is read into a computer and displayed interactively, in real time. Thus Easigami, by its design, blends the natural physical ability of folding paper-like materials with the power of computational representation. This paper describes the design of Easigami, presents a scenario of its use, and outlines ongoing and planned future work of the system.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116297966","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":"Session details: Fold unfold","authors":"Anna Vallgårda","doi":"10.1145/3256395","DOIUrl":"https://doi.org/10.1145/3256395","url":null,"abstract":"","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126366204","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":"Session details: Can't touch this","authors":"Martin Kaltenbrunner","doi":"10.1145/3256400","DOIUrl":"https://doi.org/10.1145/3256400","url":null,"abstract":"","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130976111","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}