交互收获

IF 3.6 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS
John Mamish, Amy Guo, Thomas Cohen, Julian Richey, Yang Zhang, Josiah Hester
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引用次数: 0

摘要

每当用户与设备交互时,执行机械工作以驱动用户界面元素;产生的能量通常被浪费,以声音和热量的形式消散。先前的工作表明,许多设备可以完全由这种浪费的用户界面能量供电。对于这些设备,电线和电池,以及更换和充电的相关麻烦,变得不必要和繁重。到目前为止,这些工作仅限于概念验证演示;为手头的应用构建了一个特定的定制采集和传感电路。在收集能量的同时,还要感知来自不同模式的细粒度输入信号,这一挑战使得新设备的原型设计变得困难。为了填补这一空白,我们提出了一个硬件工具包,它提供了一个从用户界面元素收集能量的通用电气接口。这有助于探索交互式智能设备的可组合性、实用性和应用的广度。我们设计了一套“能量作为输入”的收集电路,一个带有3D打印外壳的标准连接接口,以及软件库,以便探索用户动作产生执行设备主要功能所需能量的设备。这一探索在演示活动中达到了高潮,我们制作了几个典型的流行玩具和小工具的原型,包括无电池的Bop-It——一款流行的90年代节奏游戏,电子蚀刻草图,“西蒙说”式的记忆游戏,以及服务评级设备。我们进行探索性用户研究,以了解这些设备如何阻碍或促进生成性、创造性和可组合性。这些演示、用户研究要点和工具包本身为构建以用户为中心的交互式小工具提供了基础,这些小工具的可用性不受电池充电的影响,使用寿命不受电池磨损的限制。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Interaction Harvesting
Whenever a user interacts with a device, mechanical work is performed to actuate the user interface elements; the resulting energy is typically wasted, dissipated as sound and heat. Previous work has shown that many devices can be powered entirely from this otherwise wasted user interface energy. For these devices, wires and batteries, along with the related hassles of replacement and charging, become unnecessary and onerous. So far, these works have been restricted to proof-of-concept demonstrations; a specific bespoke harvesting and sensing circuit is constructed for the application at hand. The challenge of harvesting energy while simultaneously sensing fine-grained input signals from diverse modalities makes prototyping new devices difficult. To fill this gap, we present a hardware toolkit which provides a common electrical interface for harvesting energy from user interface elements. This facilitates exploring the composability, utility, and breadth of enabled applications of interaction-powered smart devices. We design a set of "energy as input" harvesting circuits, a standard connective interface with 3D printed enclosures, and software libraries to enable the exploration of devices where the user action generates the energy needed to perform the device's primary function. This exploration culminated in a demonstration campaign where we prototype several exemplar popular toys and gadgets, including battery-free Bop-It--- a popular 90s rhythm game, an electronic Etch-a-sketch, a "Simon-Says"-style memory game, and a service rating device. We run exploratory user studies to understand how generativity, creativity, and composability are hampered or facilitated by these devices. These demonstrations, user study takeaways, and the toolkit itself provide a foundation for building interactive and user-focused gadgets whose usability is not affected by battery charge and whose service lifetime is not limited by battery wear.
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来源期刊
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies
Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies Computer Science-Computer Networks and Communications
CiteScore
9.10
自引率
0.00%
发文量
154
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