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TEI Tables of Contents: 07080910111213141516

Proceedings of the 2014 International Conference on Tangible and Embedded Interaction

Fullname:Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Editors:Andreas Butz; Saul Greenberg; Saskia Bakker; Lian Loke; Alexander De Luca
Location:Munich, Germany
Dates:2014-Feb-16 to 2014-Feb-19
Standard No:ISBN: 978-1-4503-2635-3; ACM DL: Table of Contents; hcibib: TEI14
Links:Conference Website
  1. In focus or not?
  2. Making and materializing
  3. Healthy moments
  4. Domestic bliss
  5. Let's get physical
  6. Theory twist
  7. Public encounters
  8. Play and learn
  9. Graduate student competition
  10. Arts track
  11. Studios

In focus or not?

Tangible autonomous interfaces (TAIs): exploring autonomous behaviours in TUIs BIBAFull-Text 1-8
  Diana Nowacka; David Kirk
The use of autonomous behaviour in Tangible User Interfaces can potentially create a compelling and new kind of interaction between humans and computers. We motivate this argument by reviewing related research, which indicates that people are engaged by apparently autonomous behaviours in tangible objects and apply rules of social behaviour towards these smart objects. Our intention is to leverage this effect in support of human-computer interaction. Rather than aiming to improve user performance, we argue that such interfaces can offer a richer and more enjoyable autonomous interface interaction. Herein we present a framework highlighting key concepts and characteristics which are important while designing and implementing Tangible Autonomous Interfaces.
I feel it in my fingers: haptic guidance on touch surfaces BIBAFull-Text 9-12
  Simone Zimmermann; Sonja Rümelin; Andreas Butz
Touch screens are on the rise and replace traditional knobs and buttons at a fast pace. However, their lack of tangible guidance and feedback can become a problem in scenarios where visual attention is scarce. Besides dynamic tactile feedback by vibrations, the usability of touch screens can be improved by static haptic structures such as shaped or structured surfaces. In this paper we describe the prototype of an in-vehicle application using unimanual four-finger interaction and haptic guidance in order to avoid visual distraction from the primary task of driving. We built a low fidelity prototype with static haptics using an Android tablet and silicone foil. A user study showed that flexible positioning of touch buttons mapped to the user's fingers was more convenient and produced fewer errors than fixed positioning. A curved haptic border provided the user with orientation and allowed a new selection mode: dragging buttons over the edge resulted in a reduced interaction time when compared to double tapping. We present several different variants for unimanual multifinger interaction on planar and non-planar surfaces. Our results can support the development of future concepts for blind interaction.
Designing for the physical margins of digital workspaces: fidget widgets in support of productivity and creativity BIBAFull-Text 13-20
  Michael Karlesky; Katherine Isbister
We present our ongoing work to develop the concept of physical "margin" spaces around software and a new type of human computer interaction. Our novel "Fidget Widgets" seek to engage users' interrelated bodily motions, affective states, and cognitive functions to selectively enhance creativity, focus, calm, etc. Building playful interactions embodying "mindless" activities like doodling, fidgeting, and fiddling, we are working to demonstrate the value of incidental tangible interactions in the physical spaces surrounding digital workspaces. We intend these secondary interactions to have no intrinsic goals; rather these interactions extrinsically enhance a user's state toward the completion of their primary tasks.
Evaluating peripheral interaction BIBAFull-Text 21-28
  Doris Hausen; Aurélien Tabard; Attila von Thermann; Kerstin Holzner; Andreas Butz
Peripheral interaction, like ambient information systems (AIS), aims at leveraging the periphery of our attention. While ambient information systems address the perception of information, peripheral interaction targets lightweight interaction outside of the current focus of attention. A number of prototypes have demonstrated the value of peripheral interaction through long-term in-situ deployments. Such studies are particularly suited to evaluate peripheral interaction since they enable the integration of devices into daily routines and thereby move interaction to the periphery of attention. However, they do not lend themselves well to early design phases. In fact, the design process completely lacks early evaluation tools to assess design choices.
   We propose an experimental method for the evaluation of peripheral interaction in early design phases. In a case study, we compared the results of an eight-week in-situ deployment with the results of this laboratory experiment. We carried out the study with both, novice and experienced users (who had participated in the in-situ), and found comparable results across all three situations (in-situ and lab with novice and experienced users).
Move-it sticky notes providing active physical feedback through motion BIBAFull-Text 29-36
  Kathrin Probst; Michael Haller; Kentaro Yasu; Maki Sugimoto; Masahiko Inami
Post-it notes are a popular paper format that serves a multitude of purposes in our daily lives, as they provide excellent affordances for quick capturing of informal notes, and location-sensitive reminding. In this paper, we present Move-it, a system that combines Post-it notes with a technologically enhanced paperclip to demonstrate how a passive piece of paper can be turned into an "active" medium that conveys information through motion. We present two application examples that investigate the applicability of Move-it sticky notes for ambient information awareness. In comparison to existing notification systems, experimental results show that they reduce negative effects of interruptions on emotional state and performance, and provide unique affordances by combining advantages of physical and digital systems into a novel active paper interface.
Tangible needle, digital haystack: tangible interfaces for reusing media content organized by similarity BIBAFull-Text 37-38
  Christian Frisson; François Rocca; Stéphane Dupont; Thierry Dutoit; Damien Grobet; Rudi Giot; Mohammed El Brouzi; Samir Bouaziz; Willy Yvart; Sylvie Merviel
This paper presents the design process of a desk-set tangible user interface for the navigation and manipulation of media content organized by content-based similarity with off-the-shelf/flea market devices. For intra-media navigation, a refurbished portable vinyl player has its inside mechanics replaced by a webcam monitoring circular gray code analyzed through computer vision for position/speed tracking. For inter-media navigation, a 3D force-feedback controller is mounted in upright position on a truss with cell clamps, repurposed as trackpad. For media recomposition, motorized faders recall the effect presets of the closest/last selected media item.
FlexStroke: a flexible, deformable brush-tip with dynamic stiffness for digital input BIBAFull-Text 39-40
  Xin Liu; Jiawei Gu
We are proposing a new system to enhance the tactile experience of digital painting hat includes multi-strokes for different painting needs. In this paper, we describe how FlexStroke is used as a Chinese brush, an oil brush, and a crayon by changing the jamming tip. This tip has different levels of stiffness based on its jamming structure. Visual simulations on PixelSense[3] jointly enhance the intuitive painting process with realistic display results.

Making and materializing

Prototyping tangibles: exploring form and interaction BIBAFull-Text 41-48
  Daniela Petrelli; Nick Dulake; Mark Marshall; Matt Willox; Fabio Caparrelli; Robin Goldberg
In order to better explore the opportunities for tangible interaction in new areas such as the home or cultural heritage sites, we used multiple rapidly-developed prototypes that take advantage of existing technology. Physical prototypes allow us to give form to ideas and to evaluate the integration of form and function, two core components of tangible interaction. We discuss potentials and pitfalls when using off-the-shelf digital devices (by embedding a device, cracking it open and building on it, or collating board and parts) through six prototypes developed in two studies. Hacking devices to materialize our ideas proved excellent for fast prototyping. Technology imposed constraints and prompted different design solutions than initially intended offering unexpected ways to engage. On the basis of this experience we outline a process and offer guidelines for the fast prototyping of tangible interactions.
Weight and volume changing device with liquid metal transfer BIBAFull-Text 49-52
  Ryuma Niiyama; Lining Yao; Hiroshi Ishii
This paper presents a weight-changing device based on the transfer of mass. We chose liquid metal (Ga-In-Tin eutectic) and a bi-directional pump to control the mass that is injected into or removed from a target object. The liquid metal has a density of 6.44g/cm3, which is about six times heavier than water, and is thus suitable for effective mass transfer. We also combine the device with a dynamic volume-changing function to achieve programmable mass and volume at the same time. We explore three potential applications enabled by weight-changing devices: density simulation of different materials, miniature representation of planets with scaled size and mass, and motion control by changing gravity force. This technique opens up a new design space in human-computer interactions.
Skeu the evolution: skeuomorphs, style, and the material of tangible interactions BIBAFull-Text 53-60
  Shad Gross; Jeffrey Bardzell; Shaowen Bardzell
We examine skeuomorphs -- holdovers from previous functional material requirements -- as they pertain to the design of tangible interactions. We offer several definitions of skeuomorphs from different disciplines, seeking to distinguish among different types and uses to explore skeuomorphs' potential value for designing tangible user interfaces. Through critical analysis of several skeuomorphic designs, both GUI and TUI, we show that skeuomorphs are far from being limited to mere sensual metaphors; some types of interaction can be characterized as skeuomorphic. Finally, we offer three specific ways that skeuomorphic evolution can be present in design, with diverse implications for materiality, user experience, and style.
Beauty tech nails: interactive technology at your fingertips BIBAFull-Text 61-64
  Katia Vega; Hugo Fuks
Looking for wearables that are fashionable, smart and augment human interaction, we introduce the term Beauty Technology as an emergent field in Wearable Computing. It is an on-body computing approach that turns non-invasive, wireless and without power required electromagnetic devices into beauty products for interacting with different surfaces and devices. This paper describes the materials and the prototyping process used in the making of Beauty Tech Nails exemplifying its application in everyday beauty products.
jamSheets: thin interfaces with tunable stiffness enabled by layer jamming BIBAFull-Text 65-72
  Jifei Ou; Lining Yao; Daniel Tauber; Jürgen Steimle; Ryuma Niiyama; Hiroshi Ishii
This works introduces layer jamming as an enabling technology for designing deformable, stiffness-tunable, thin sheet interfaces. Interfaces that exhibit tunable stiffness properties can yield dynamic haptic feedback and shape deformation capabilities. In comparison to the particle jamming, layer jamming allows for constructing thin and lightweight form factors of an interface. We propose five layer structure designs and an approach which composites multiple materials to control the deformability of the interfaces. We also present methods to embed different types of sensing and pneumatic actuation layers on the layer-jamming unit. Through three application prototypes we demonstrate the benefits of using layer jamming in interface design. Finally, we provide a survey of materials that have proven successful for layer jamming.
RoCuModel: an iterative tangible modeling system BIBAFull-Text 73-76
  Yuebo Shen; Keqin Dou; Jiawei Gu
This paper presents RoCuModel, an iterative tangible modeling system that helps users build 3D models in a tangible way for personal fabrication. It consists mainly of a special tangible curve and an infrared camera. Users can create 3D objects by creating sketchy low-fidelity shapes with the hand. By rotating the curve along a fixed axis, users can visualize the volumetric model in a 3D space in real time. RoCuModel provides a new way for people to design and create a rotationally symmetric 3D model. This is our first step towards eliminating the gap between specialists and non-specialist users in personal fabrication.
Awakened apparel: embedded soft actuators for expressive fashion and functional garments BIBAFull-Text 77-80
  Laura Perovich; Philippa Mothersill; Jennifer Broutin Farah
Each morning we select an outfit meant to suit our mood and our plans. What if our clothes could seamlessly morph with us as our attitudes and activities change throughout the day? We created Awakened Apparel; one of the first shape-changing fashions to employ pneumatically actuated origami. Our prototype draws from diverse disciplines including soft robotics and fashion to present a design vision that advances the growing field of dynamic interactive garments. We explore technical and fabrication approaches for shape-changing technology held close to the body and identify areas for further innovation.
CUBEMENT: democratizing mechanical movement design BIBAFull-Text 81-84
  Jeeyong Chung; Kyungeun Min; Woohun Lee
This paper presents a set of cubes for modular design that act as a meaningful trial for the democratization of design and manufacturing. Called CUBEMENT, the cubes are compatible with existing building platforms such as LEGO Technics, and physical computing components. CUBEMENT consists of a power supply and components for mechanism building that can support other cubes or extend to physical computing. CUBEMENT components can be connected and interlocked with one another by simply snapping together small magnets. The aim of CUBEMENT is to create a seed movement, expand the application of structural mechanisms further, and control that movement by embracing other platforms within its platform. Therefore, it will be able to simultaneously support the sketching of movement from mechanism building and physical computing. CUBEMENT also plays a role as a tangible communication medium for intangible mechanism movement.

Healthy moments

PhysiCube: providing tangible interaction in a pervasive upper-limb rehabilitation system BIBAFull-Text 85-92
  Marijke Vandermaesen; Tom de Weyer; Kris Luyten; Karin Coninx
Persons with a neurological disorder are confronted with significantly reduced physical abilities during their daily activities. Physiotherapy, for these patients mainly provided in rehabilitation centres, utilizes tangible, real-world objects in training for the upper limbs. Only by intensely and frequently exercising, patients have a chance to sustain or enhance their functional performance. Our research explores pervasive technologies and tangible objects to provide motivating, technology-supported training systems in a residential environment for independent use by these patients. In this paper, we describe our pervasive training system 'PhysiCube', consisting of prototypes 'LiftACube' and 'ReachACube'. PhysiCube takes advantage of tangible interactions and games to provide motivating physical training for the upper limbs. An evaluation with therapists showed great appreciation for our prototypes. Reflections on the technical setup and use of tangible interaction for these pervasive rehabilitation systems in a residential setting are elaborated upon.
Positional acts: using a Kinect™ sensor to reconfigure patient roles within radiotherapy treatment BIBAFull-Text 93-96
  Tara Mullaney; Björn Yttergren; Erik Stolterman
With many medical procedures done today, patients are forced to act as passive recipients of care, while nurses and doctors are actively involved in the process of diagnosis or treatment. In this paper, we focus upon patient positioning for radiotherapy treatment, looking at the immobilization and positioning techniques used, and the role of the patient in this process. Our desire to engage patients in the positioning process led to the creation of an experimental positioning system which can enable patients to self-position themselves for treatment. Utilizing the body tracking and skeletal data capabilities of a Kinect™ sensor, our prototype provides visualizations of where an individual's body is in relation to the desired position, and when these two positions have become correctly aligned. Testing demonstrated how our prototype could be used to actively engage patients in the positioning process together with care providers, in a mutually empowering and supportive way.
Displaying heart rate data on a bicycle helmet to support social exertion experiences BIBAFull-Text 97-104
  Wouter Walmink; Danielle Wilde; Florian 'Floyd' Mueller
People often engage in physical activity with others, yet wearable technologies like heart rate monitors typically focus on individual usage. In response, we discuss the potential of heart rate displays in a social context, by means of an augmented cycling helmet that displays heart rate data. We studied how pairs of cyclists engaged with this setup and found that access to another person's heart rate data can result in social interplay which in turn supports engagement with the exertion activity. Through our design process and study, we reveal key dimensions of designing for social uses of heart rate data and wearable displays: temporal and spatial accessibility of data, technology support for its interpretation, and influences on heart rate. We also articulate a set of insights for designers that aim to support social exertion activities with heart rate data. As such, our work expands our understanding of wearable technologies' unique interaction opportunities.
The slow floor: increasing creative agency while walking on an interactive surface BIBAFull-Text 105-112
  Frank Feltham; Lian Loke; Elise van den Hoven; Jeffrey Hannam; Bert Bongers
Walking is a physical activity that most people do on a daily basis. It is often characterized as a utilitarian means of locomotion; our basic, habitual mode of getting around from place to place. Walking can also be considered a creative and expressive act, with the potential for inspiring the design of interactive surfaces to support and mediate these aesthetic aspects. We draw on understandings of walking from a range of perspectives including biomechanics, ecological perception, anthropology and dance to inform the design and evaluation of an interactive surface. This surface, the Slow Floor, is intended to encourage a reflective engagement with the act of walking. We present the design and initial user evaluation of the Slow Floor, a pressure sensitive sound-generating surface, with a group of Butoh dancers performing a slow walk. The evaluation reveals a unique creative agency when walking on the Slow Floor compared to the internal focus on awareness when slow walking without the interactive surface. This creative agency provides new knowledge on the role interactive surfaces can play in developing awareness of movement and internal felt experience contributing to the discussion around somatics and HCI.

Domestic bliss

Brush and learn: transforming tooth brushing behavior through interactive materiality, a design exploration BIBAFull-Text 113-120
  Miguel Bruns Alonso; Jelle Stienstra; Rob Dijkstra
To counteract the increased tendency in skill learning addressing our cognitive abilities we discuss an opportunity on how performance skills can be trained by means of inherent feed forward through interactive materiality. We address this approach in the context of designing an interactive toothbrush that supports users in learning a complex brushing technique by relying solely on their perceptual motor skills. We discuss how we designed a natural coupling according to the Frogger framework in the action-perception loops with the interactive toothbrush. We evaluated the toothbrush in context. The experimental results indicate that complex movements can be learned by providing inherent feed forward on the actions of users in skill training. This supports our argument and vision that the design-inspired approach or interactive materiality may offer new opportunities for behavioral transformation.
MimiCook: a cooking assistant system with situated guidance BIBAFull-Text 121-124
  Ayaka Sato; Keita Watanabe; Jun Rekimoto
Referring to documents is common when making things, but there is a difficulty caused by the gap between a written description and the actual context of making. For example, when cooking following a recipe, people may lose their current position in the recipe, misunderstand the required amount of ingredients because of complicated measuring units, or skip steps by mistake. We address these problems by selecting cooking as our domain. Our proposed cooking support system, MimiCook, embodies a recipe in a real kitchen counter and directly navigates a user. The system consists of a computer, a depth camera, a projector, and a scaling device. It displays step-by-step instructions directly onto the utensils and ingredients, and controls the guidance display in accordance with the user's situations. The integrated scaling device also helps users to avoid mistakes with measuring units. Results of our user study shows participants found it easier to cook with the system and even subjects who had never cooked the assigned recipe did not make any mistakes.
QOOK: enhancing information revisitation for active reading with a paper book BIBAFull-Text 125-132
  Yuhang Zhao; Yongqiang Qin; Yang Liu; Siqi Liu; Taoshuai Zhang; Yuanchun Shi
Revisiting information on previously accessed pages is a common activity during active reading. Both physical and digital books have their own benefits in supporting such activity according to their manipulation natures. In this paper, we introduce QOOK, a paper-book based interactive reading system, which integrates the advanced technology of digital books with the affordances of physical books to facilitate people's information revisiting process. The design goals of QOOK are derived from the literature survey and our field study on physical and digital books respectively. QOOK allows page flipping just like on a real book and enables people to use electronic functions such as keyword searching, highlighting and bookmarking. A user study is conducted and the study results demonstrate that QOOK brings faster information revisiting and better reading experience to readers.
FunRasa: an interactive drinking platform BIBAFull-Text 133-136
  Nimesha Ranasinghe; Kuan-Yi Lee; Ellen Yi-Luen Do
In this paper, we describe an interactive drinking platform, FunRasa, which digitally expands one's drinking experience. The system uses two methods: electrical stimulation on user's tongue and superimpose virtual color onto the actual drink, to expand the taste sensations of the drink. The system consists of a glass cup, an electronic platform with RGB LEDs, and a specially designed straw interface with two silver electrodes. When a user uses the straw, his tongue touches the silver electrodes (both lower and upper surfaces of the tip of the tongue) and is thus electrically stimulated when drinking. The user has the freedom to change the virtual color of the drink along with the magnitude of the current using two mechanical dials. Furthermore, we present several initial discussions on the user experience through a workshop that we conducted and several future usage scenarios of this technology.

Let's get physical

Ultimate trainer: instructional feedback for ultimate frisbee players BIBAFull-Text 137-140
  Cynthia Solomon; Amartya Banerjee; Michael S. Horn
Ultimate frisbee is a rapidly growing sport that is played in more than 42 countries. Although it is often seen as a lighthearted pastime, significant training and practice are necessary to achieve an average level of throwing proficiency, and it is difficult for new players to map the flight of the frisbee to their throwing action. In this paper, we present Ultimate Trainer, a frisbee augmented with electronics that gives a player visual and haptic cues based on grip strength and angle of release, along with flight information such as rotation speed and time of flight. We give a brief account of our design and implementation with results of preliminary testing.
Designing interactive technology for skateboarding BIBAFull-Text 141-148
  Sebastiaan Pijnappel; Florian 'Floyd' Mueller
Interactive technology is increasingly used to support physical activities. However, there is limited knowledge about how interactive technology should be designed to support trick-focused experiences such as skateboarding. We developed Copy Paste Skate, a novel multimodal feedback system, and studied its use by 21 avid skateboarders to explore the design of interactive technology for skateboarding. Based on observations and interviews we articulate two key design dimensions that highlight how designing for skateboarding means supporting execution quality of tricks as well as supporting the trick originality. We also present 4 design strategies to help designers support both dimensions in one integrated design. Our work extends designers' knowledge about how to design interactive technology for skateboarding, ultimately extending our understanding of how interactive technology can support people being physically active.
Designing mediated combat play BIBAFull-Text 149-156
  Florian 'Floyd' Mueller; Martin Gibbs; Frank Vetere; Stefan Agamanolis; Darren Edge
Supporting physical exertion is a growing trend in digital technology design. However, most experiences focus on bodily actions in which participants act independently of each other. In contrast, we focus on virtual body-to-body interactions between multiple participants, inspired by combat-oriented sports such as boxing that highlight the need to act while avoiding reciprocal bodily action. Mediating such body-to-body interactions with technology is challenging, particularly when participants are not co-located. Prior systems have often involved a mixture of novel physical interfaces and interactions through virtual avatars. This paper charts a design space for virtual combat play experiences and offers a set of design dimensions and recommendations for future systems. We draw on our experiences of designing and evaluating Remote Impact -- a boxing-style exertion game involving aggressive bodily interaction with a large force-sensing projection surface. By expanding our knowledge of mediated exertion with an understanding of combat interactions we extend the social experience space of exertion play.
Tangible and body-related interaction techniques for a singing voice synthesis installation BIBAFull-Text 157-164
  Jochen Feitsch; Marco Strobel; Stefan Meyer; Christian Geiger
This paper presents an interactive media installation that aims at providing users with the experience to sing like an opera singer from the 19th century. We designed a set of tangible and body-related interaction and feedback techniques and developed a singing voice synthesizer system that is controlled by the user's mouth shapes and gestures. This musical interface allows users to perform an aria without real singing. We adapted techniques from 3D body tracking, face recognition, singing voice synthesis, 3D rendering and tangible interaction to integrate them into an interactive musical interface.
Adding input controls and sensors to RFID tags to support dynamic tangible user interfaces BIBAFull-Text 165-172
  Timothy M. Simon; Bruce H. Thomas; Ross T. Smith; Mark Smith
Providing high resolution tangible user interface components without batteries such as dials and sliders that support dynamic user interface arrangement is challenging. Previous work uses RFID to support limited resolution custom-built components. We demonstrate improved techniques using commercial off the shelf input controls incorporated into passive RFID tags using an on-off key subcarrier to encode state information into the RFID signal. Our method supports high resolution components that do not require power cables or batteries. We provide exemplars demonstrating how the technique supports a range of user interface components including buttons, dials, sliders, flex and light sensors. Compared to previous work, we obtain a higher resolution, only limited by sample time, for all components and demonstrate 115 discrete dial positions. Our technique allows the TUI components to be freely placed and rearranged without hardwiring or batteries.
Water Ball Z: an augmented fighting game using water as tactile feedback BIBAFull-Text 173-176
  Lode Hoste; Beat Signer
Water Ball Z is a novel interactive two-player water game that allows kids and young adults to "fight" in a virtual world with actual physical feedback. The body movement of a player is captured via an RGB-D sensor and analysed by a 3D gesture recognition engine. In order to enable tactile feedback without the need for wearable devices, a number of water nozzles are positioned around each user's play area. The idea is to translate the input gesture of one player to the corresponding water spray hitting the other player. Besides severely reducing the risk of injury in a fight, Water Ball Z engages people in a real and fun experience where a hit is physically manifested via a water spray. Furthermore, power up moves and a live scoreboard extension bring the virtual world of Dragon Ball Z and Mortal Kombat cartoons into real (augmented) life. In addition to a detailed description of the physically augmented game, we discuss two new control parameters for mapping gesture input to haptic output which, to the best of our knowledge, are not present in existing 3D gesture recognition approaches.
Musical instrument interaction: development of a sensor fingerboard for string instruments BIBAFull-Text 177-180
  Tobias Grosshauser; Gerhand Tröster
In the past few years, many technologies for motion capturing are used to examine posture and movements of musicians. Several video and sensor based systems are developed and available for these observations. In research and for augmented instruments one parameter is underrepresented so far. It is pressure and force applied by the musician while playing the musical instrument. In this paper we show a force-sensitive-resistor (FSR) based solution for position and force sensing between the contact point of the fingers and the musical instrument exemplarily built on a fingerboard of a violin and a load cell based approach built between the finger board and the neck of the violin. Main focus was an unobtrusive integration of the sensors into a traditional musical instrument. A software tool allows the recording of the sensor data and real-time MIDI and OSC data transmission for easy integration into electronic music setups.

Theory twist

Beyond distributed representation: embodied cognition design supporting socio-sensorimotor couplings BIBAFull-Text 181-188
  Jelle van Dijk; Remko van der Lugt; Caroline Hummels
Embodied Cognition has been proposed as a relevant theory for tangible and embedded interaction [14]. Based on two 2-year lasting Research-through-Design cases we identify three variations of the theory: 1) Distributed Representation and Computation, 2) Socially Situated Practices and 3) Sensorimotor Coupling & Enactment. Both social situatedness and sensorimotor coupling proved relevant for design and for understanding user behavior in context. We show how the 'social' and the 'sensorimotor' are part of one integrated sensemaking process we call 'socio-sensorimotor coupling'. We argue that the, intuitively appealing, idea of using tangibles for external representation actually hinders designing for sensemaking as socio-sensorimotor coupling. We present a vision of Embodied Cognition Design, which goes beyond a representational interpretation, aiming to intervene more directly into the socio-sensorimotor loop.
Interactive installations as performance: inspiration for HCI BIBAFull-Text 189-196
  Hye Yeon Nam; Michael Nitsche
This paper identifies a theoretical framework of interactive installations as inspirational artistic probes for human-computer interaction (HCI). It develops interstices of interactive installations by drawing from new media and digital art. Performance studies provides key terminology -- in constitutive, epistemic, and critical characteristics of performance -- to illustrate how interactive installations can reference their audiences' social and cultural contexts and foster physical and emotional engagement, and influence critical thinking. This overlaps with HCI concerns but provides an approach that originates in the art-based community, highlighting the relevance of interactive installations to HCI. This connection and the inspirational role of interactive installations are discussed and supported by examples.
Framed guessability: using embodied allegories to increase user agreement on gesture sets BIBAFull-Text 197-204
  Francesco Cafaro; Leilah Lyons; Raymond Kang; Josh Radinsky; Jessica Roberts; Kristen Vogt
Despite the wide availability of body-sensing technologies, the design of control gestures that feel natural and that can be intuitively "guessed" by the users is still an embodied interaction challenge. This is especially true for systems that require a set of complementary control gestures. Part of the problem lies in the separation between the locus of the interaction (the body) and the focus of the interaction (the screen). We extend Johnson's theory of Embodied Schemata with Embodied Allegories, in order to create a unifying context that spans across the locus and focus of interaction. We present results that demonstrate how this approach increases the chance that users select the same gesture or movement for producing an effect within the virtual context, and that the resultant gesture set is deemed more intuitive by users. We also present the accompanying methodology, "Framed Guessability," which can increase users' agreement when conducting Guessability Studies.

Public encounters

MagnetiCode: physical mobile interaction through time-encoded magnetic identification tags BIBAFull-Text 205-212
  Mirko Fetter; Christoph Beckmann; Tom Gross
We present MagnetiCode, a new tagging mechanism that allows for physical mobile interaction. MagnetiCode tags can be captured and decoded by every compass-equipped mobile phone. They rely on a novel approach of transmitting binary IDs in form of a pulsed magnetic field. MagnetiCode therefore is able to substitute static tagging mechanisms like QR codes or RFID tags, in situations where visual tags are not appropriate or the expected number of users with NFC-enabled devices is poor. We confirm the general feasibility of our approach in a study.
Breaching barriers to collaboration in public spaces BIBAFull-Text 213-220
  Trine Heinemann; Robb Mitchell
Technology provoking disparate individuals to collaborate or share experiences in the public space faces a difficult barrier, namely the ordinary social order of urban places. We employed the notion of the breaching experiment to explore how this barrier might be overcome. We analyse responses to a set of city center social interventions to reveal four themes: "offering collaboration", "requesting collaboration", "allowing for collaboration" and "making collaboration contextually relevant". Each of these breaching experiments in different ways helps reveal the ordinary social organization of life in public spaces. Arising from this, we argue for the importance of qualities such as availability, facilitation, perspicuous settings, and perspicuous participants to encourage and support co-located strangers to collaborate and share experiences.
City landmark as an interactive installation: experiences with stone, water and public space BIBAFull-Text 221-224
  Jonna Häkkilä; Olli Koskenranta; Maaret Posti; Yun He
In this paper, we describe our demonstration utilizing an urban landmark, a monument in a city center, for interaction. The City Mouse is an interactive media installation, where the participants rotate a 3D model of the Earth presented on a screen by rolling a large stone ball resting on a water fountain in a stone slab. During a public trial, approximately a hundred people interacted with the system. We demonstrate how an existing landmark in urban spaces can be used in an interactive experience, and report the experiences with the installation. We present how the communal ownership, associations and existing practices were connected to the successful design of the media installation.
Designing for presenters at public walk-up-and-use displays BIBAFull-Text 225-232
  Kai Kuikkaniemi; Vilma Lehtinen; Matti Nelimarkka; Max Vilkki; Jouni Ojala; Giulio Jacucci
Interactive walk-up-and-use displays are spreading in a variety of settings where stand presentation situations are common. We contribute by characterizing a presentation situation and investigating specific design implications for presenters in this situation. We also introduce interface system that utilizes physics-modeled spherical content widgets for information browsing. The system includes dedicated features we developed to support presenters in content production and visualization. To investigate stand presentations and their support, we organized a field trial at an exhibition, collecting observational data from video analysis, interviews with presenters, and questionnaires from the audience and presenters. The field study confirms the importance of the presentation use case for public walk-up-and-use screens and points to dedicated design implications for simultaneous support for presenters and visitors, management of presentation territories, and personalization.
Encounters on a shape-changing bench: exploring atmospheres and social behaviour in situ BIBAFull-Text 233-240
  Sofie Kinch; Erik Grönvall; Marianne Graves Petersen; Majken Kirkegaard Rasmussen
In this paper we introduce coMotion, a shape-changing bench. We explore how physical changes of the bench can shape social situations and how contextual atmospheres may affect users' experience of the shape-changing bench and its surroundings. The bench was tested in three different contexts; a concert hall, an airport and a shopping mall. We gathered insights from more than 120 people, as they unexpectedly encountered the shape changing capabilities of the bench. By taking the user tests out of the lab and into the wild, we explored the influence of context on the users experience of a shape-changing interface, as well as on the experienced atmospheres.
The making of the TeleGlove: crafting interactions for basic phone use in the cold BIBAFull-Text 241-244
  Kim Huber; Mona Salmani; Ylva Fernaeus
In this paper, we describe the design of an interactive glove, 'Teleglove' in order to investigate new ways of crafting and interacting with mobile applications through wearable technology. The system we designed was a simple control to answer a call, end a call and make it silent by just pressing two fingers of the glove, grounded in basic interaction challenges with touch screens using ordinary gloves. The glove was built quickly using newly available small-scale sensor board and connects to a smartphone via the ANT+ protocol. The robust and simple interaction with the application using the glove suggests many opportunities for practices of crafting similar systems on a broader scale.
Gesture based distributed user interaction system for a reconfigurable self-organizing smart wall BIBAFull-Text 245-246
  Nicholas Farrow; Naren Sivagnanadasan; Nikolaus Correll
We describe user interactions with the self-organized amorphous wall, a modular, fully distributed system of computational building blocks that communicate locally for creating smart surfaces and functional room dividers. We describe a menu and a widget-based approach in which functions are color-coded and can be selected by dragging them from module to module on the surface of the wall. We also propose an on-off switch gesture and a dial gesture each spanning multiple units as canonical input mechanisms that are realized in a fully distributed way.

Play and learn

SciSketch: a tabletop collaborative sketching system BIBAFull-Text 247-250
  Rui Chen; Po-Jui (Ray) Chen; Rui Feng; Yilin (Elaine) Liu; Andy Wu; Ali Mazalek
Sketching is a vital process in scientific research and procedural learning. In educational contexts, sketching helps students visualize abstract concepts and facilitates communication with their instructors as well as with other students. Inspired by a problem-based learning science class in which students use papers and pens to collaboratively sketch diagrams and equations for given problems, we aim to provide a digital tabletop platform for collaborative learning and customization. Current tabletop systems are unaffordable to be widely adopted in the classroom and are unable to identify multiple pens. We propose a pen-based tabletop system that utilizes a low-cost high-frame-rate infrared camera and HTML5 web canvas programming, making it cheaper and easier to customize for specific uses.
Touch toolkit: a method to convey touch-based design knowledge and skills BIBAFull-Text 251-258
  Ingrid Maria Pohl; Lian Loke
An emerging area of new materiality in interactive architecture is the blending of physical computing with architectonic surfaces. As the sense of touch gains increasing significance across many design disciplines, new design knowledge is required for working with technology-mediated tactile interaction and haptic experience. With the introduction of novel forms of tangible, interactive materials, designers are faced with the challenge of acquiring design skills grounded in unfamiliar, tactile properties. We present a new design method comprised of a touch toolkit and accompanying workshop. The toolkit consists of two parts: a graphical user interface and four interactive sample surfaces. The surfaces contain actuators, which change their tactile qualities dynamically (e.g., temperature, texture) according to the GUI settings. A worksheet has been designed to collect data and user feedback, facilitating both the acquisition of touch-based design skills and reflection on the tactile perceptual qualities. A preliminary user study has provided initial confirmation of the usability of the toolkit and the usefulness of the workshop format for introducing novices to this emerging area of touch-based design.
A low-tech sensing system for particulate pollution BIBAFull-Text 259-266
  Stacey Kuznetsov; Scott E. Hudson; Eric Paulos
We present an ultra low-cost sensing system, which enables participants to see and reflect on the particulates in their air. Drawing on prior work in paper computing, we introduce small sensors for particulate pollution that can be easily assembled from common paper materials for less than $1 USD, and mailed by regular postal service to residents of entire neighborhoods, cities, or geographic regions. Recipients collect particulate samples using these sensors and mail them back to a central location, where the particles are viewed and analyzed via a microscope. The data, which includes rich images of actual air pollution particles, can then be broadcast to larger audiences. This paper details the design of our system and its deployment with a local air quality activist community. We conclude by highlighting the tradeoffs between high-tech and low-tech sensing, and suggest opportunities for tangible interaction to support rich, new ways of seeing our environment.
Ghost hunter: parents and children playing together to learn about energy consumption BIBAFull-Text 267-274
  Amartya Banerjee; Michael S. Horn
We present the design and evaluation of Ghost Hunter, an interactive system to engage parents and children in seeking out hidden sources of energy consumption in their homes. Our system combines an electro-magnetic field (EMF) detector with a mobile tablet computer. Bringing Ghost Hunter within range of an electrical current activates the detector. Through the Ghost Hunter design we attempted to evoke the cultural form of hide-and-seek as a way to help children and parents structure their activity. We present our design and implementation followed by a qualitative evaluation conducted with seven families in their homes. Our findings describe how parents supported their children's learning about energy consumption, and ways in which the activities led to unexpected discoveries.
Back to the future: embodied classroom simulations of animal foraging BIBAFull-Text 275-282
  Alessandro Gnoli; Anthony Perritano; Paulo Guerra; Brenda Lopez; Joel Brown; Tom Moher
This paper describes the design and pilot enactment of an instructional unit for elementary school students, Hunger Games, which centers on development of learner understandings of animal foraging behavior. Inspired by traditional teaching practices employing physical simulations, within the unit students engage in an embodied enactment of foraging using stuffed animals (with embedded RFID tags) as tangible avatars to represent their foraging among food patches (with camouflaged RFID readers) distributed around a classroom. Displays situated near the food patches provide students with information regarding the energy gain as the forage in the environment. A two-period pilot enactment of the unit demonstrated the feasibility of the design for classroom use, evidenced the development of affective relationships between learners and avatars, and afforded the emergence of unanticipated behaviors that promoted new questions about the science phenomena. The results suggest provisional support for the effectiveness of the unit as a science learning environment.
Datenreise: digital bits made tangible BIBAFull-Text 283-284
  Christian Geiger; Michael Hogen; Jörn Hornig; Michael Schaar
In this work we present "Datenreise" (data journey), a media installation that consists of an extendible set of "data transmission" components that transform digital bits to tangible bits and vice versa using different modalities.

Graduate student competition

Population stereotypes of color attributes for tangible interaction design BIBAFull-Text 285-288
  Diana Löffler
A promising approach to facilitate the design of intuitive interaction with tangible user interfaces (TUIs) is making use of image-schematic metaphors. Image-schematic metaphors function as population stereotypes that define the relations between physical object attributes and abstract, intangible information. However, it is technically challenging to implement the dynamic manipulation of physical object attributes like weight, temperature or surface properties. In contrast, changes in object color can be achieved easily and are rather inexpensive. Therefore, my doctoral work aims to investigate whether color is systematically linked to abstract concepts via image-schematic metaphor as well. Designers of TUIs may use validated color-to-abstract mappings to design for intuitive interaction with tangibles in abstract domains.
Autonomous behaviour in tangible user interfaces as a design factor BIBAFull-Text 289-292
  Diana Nowacka
In this paper I want to express my ideas of using autonomous behaviour in Tangible User Interfaces to create a compelling and new kind of interaction between humans and computers. I motivate this approach by reviewing related research, which indicates that people are fascinated by autonomous tangible objects and apply rules of social behaviours towards these objects. The intention is to gain from this effect to leverage human-computer interaction. The idea is not necessary to improve the user performance or results, but to create a more believable and enjoyable smart object interaction. In this work I try to find key concepts and characteristics which are important while designing and implementing such systems.
Proposing reverse tangible interaction design BIBAFull-Text 293-296
  Hyosun Kwon
This paper proposes Reverse Tangible Interaction Design for the design of tangible artifacts by attempting to adopt conventional digital interactions. This includes behavior of pixels on a screen and touch screen interfaces which have no natural physical equivalents. I introduce two design approaches that led from conceptual models tangled with our interaction with digital materials. The first design approach leads to developing physical equivalents of behavioral interactions we generally apply on digital materials. The other path tries to transform sensual features of digital materials into tangible embedded interactive systems. As part of an exploratory design process, I conducted a focus group workshop with a wide range of HCI researchers. A number of physical prototypes that replicate the digital interactions were introduced in the workshop. Participants envisioned the potential of extending the design concept for future tangible interaction design.
GHOST: exploring the subtleties 'of' and 'interaction with' shape-changing interfaces BIBAFull-Text 297-300
  Matthijs Kwak
This research explores how to design for the aesthetics of interaction with shape-changing interfaces from a phenomenological point of view.
   Using shape-change as both in- and output we want to explore it as a new layer of communication between (systems) of intelligent products and people. We envision that shape-change allows for a continuous action-perception loop in which for instance just noticeable differences can transform people's behavior and feelings.
   The research continuously works towards opening up the design opportunities of shape-change for expert designers and students. To this end we adopt a research through design approach that is supported with user studies to evaluate emergent interaction phenomena and patterns. The research will deliver a means to communicate about shape-change between designers, industry and end-users and create tools that allow for a high-level design of shape-change.
Fidget widgets: designing for the physical margins of digital workspaces BIBAFull-Text 301-304
  Michael Karlesky; Katherine Isbister
We present our ongoing work to develop the concept of physical "margin" spaces around software and a new type of human computer interaction. Our novel "Fidget Widgets" seek to engage users' interrelated bodily motions, affective states, and cognitive functions to selectively enhance creativity, focus, calm, etc. Building playful interactions embodying "mindless" activities like doodling, fidgeting, and fiddling, we are working to demonstrate the value of incidental tangible interactions in the physical spaces surrounding digital workspaces. We intend these secondary interactions to have no intrinsic goals; rather these interactions extrinsically enhance a user's state toward the completion of their primary tasks.
How does the tangible object affect motor skill learning? BIBAFull-Text 305-308
  Milena S. Markova
Although tangible user interfaces have gained recent popularity in research, their impact on certain types of learning has not been studied extensively; therefore the effects of their use are not fully understood yet. This paper discusses a classification of tangible user interfaces for learning and the design of a study which looked at how two different tangible objects in a tangible user interface affect motor skill learning. The study compared motor skill learning in two conditions, one of which featured a tangible object whose shape was manipulated in order to resemble a real life object. The hypothesis was that the participants using a tangible object more similar to a real life object would achieve higher competence in a motor skill than the participants using a tangible object less similar to a real life object. This paper summarizes the current state of the data analysis stage of the study, as well as plans for future work.
Designing embodied interfaces to support spatial ability BIBAFull-Text 309-312
  Paul Clifton
In this paper, I describe the motivation for and the background necessary to develop and evaluate an early set of design guidelines for creating tangible and embodied interfaces that focus on engaging, augmenting and improving spatial ability. I then briefly analyze prior tangible and embodied interactive systems (TEIs) from a spatial ability perspective and discuss the next steps in the development of my proposed guidelines.
Exploring the role of bodily experience in spatial thinking during the architectural design process BIBAFull-Text 313-316
  Sema Alaçam
Architects substantially develop their ideas in space through a visual apprehension of spatial relations. Bodily experience fundamentally influences architects' way of thinking during the design process in terms of perception of the space, bodily interaction with the physical environment, the mental imagery constructed in ones' mind and recollection of spatial data. We argue that the exploration of gestural and kinesthetic interaction between the designers and their design models provides an enhanced understanding of how traditional design environments provide for facilities intuitive interaction between designers and their design models. As an attempt to understand how the bodily experience influences the development of spatial ideas, we aim to explore the impact of gestural and kinesthetic interactions on designers' spatial thinking during the architectural design process by a case study where we analyze students' presentation of architectural design ideas.
LemonGrasp: a tool for touch-interaction prototyping BIBAFull-Text 317-320
  Thorsten Hochreuter
In this paper, the author presents the first version of a tool for multi-touch interaction prototyping: LemonGrasp. The motivation for designing such a tool derives from current research in the field of aesthetics of interaction, as well as a perspective on the tool situation concerning multi-touch interaction. Before an example and the so-called "Manipulation-Attributes" are introduced, the basic requirements for the proposed tool are summarized based on literature survey. The paper then concludes with an outlook on future work and further research into the correlation between multi-touch interaction and the aesthetics of interaction.

Arts track

Hatching scarf: a critical design about anxiety and persuasive computing BIBAFull-Text 321-322
  Youngsuk Lee
In HCI there are many applications and tangible objects that focus on how we can measure quantified data about ourselves, which encourage us to pursue desired behavior and to support our achievement of goals. Yet to what extent do many of these persuasive technologies inadvertently contribute to unhealthy anxieties about, e.g., body weight? I present Hatching Scarf, which is a computational interactive design that encourages its users to reflect on their persons as both objects and subjects of knowledge. This computational object contains a range of metaphors, symbols, and concepts to help critically interrogate the relations among technology, social norms, and comforting habits.
Seeing aural: an installation transferring the materials you gaze to sounds you hear BIBAFull-Text 323-324
  Yi-Ching Huang; Kuan-Ying Wu; Mon-Chu Chen
We present an audio installation allowing participants to create sounds by looking at different parts of surfaces or objects in various color and texture. By hacking a desktop eye tracker to track gaze points in 3D space, and deploying a webcam to pick up the hue, saturation and brightness of gazed material, we create an experimental musical instrument that can be played by eye gaze. Users have the freedom of choosing different raw materials and explore ways of seeing as a mean of self-expression to create a unique audio experience.
A day in a life BIBAFull-Text 325-326
  Ivan Petkov
In the artwork A Day in A Life an empty book is used as an intuitive non-numerical and non-symbolical time display. Starting with the sunrise, it is being flipped by an automated airflow. At midday, the amount of the pages which have been turned, roughly equals the ones which are still left. At sunset, the end of the book is reached. The book is used in an unusual way. It is blank, but can still be read -- without the torturous precision of the signs and through the invisible power of an artificial wind. It reveals the time passed from the morning and the time left till dusk. It reminds of a bygone era, in which only the bright part of the day belonged to the active life. Video documentation of the work can be found at: https://vimeo.com/76288420.
Stitchies: towards telehaptic performativity BIBAFull-Text 327-329
  Stahl Stenslie; Tony Olsson; Andreas Göransson; David Cuartielles
The Stitchies system consists of two bodysuits which each incorporate a network of 120 microprocessors and connected over networks. The open-source based system allows for complete telehaptic communication, that is physical and touch based connectivity over all of the users bodies. The artistic presentation will allow visitors to try the system and experience a next step towards online and telehaptic performance.
Aleph of emotions comparing global online emotions BIBAFull-Text 330-331
  Mithru Vigneshwara
Aleph of Emotions explores the observable patterns of global human emotions sourced from an online social medium. It features an interactive object that functionally and aesthetically resembles a camera. The device allows users to view and compare collected emotion data. Twitter is used as the data source for the project. It is important to note that Aleph of Emotions is not intended to be a scientific experiment or tool for emotions, but is considered an artistic exploration of how people choose to emote online. The hardware acts as an extension to an everyday device, the mobile phone, which by itself, is virtually an extension of our selves.
YU: an artistic exploration of interface design for home healthcare BIBAFull-Text 332-334
  Bin (Tina) Zhu; Sophie Kürth-Landwehr; Victor Guerrero Corbi
YU is an artistic home healthcare system including measuring, visualizing and displaying personal bio-data as well as biofeedback. It integrates with the home setting and aims for bringing aesthetic experience. Through the system YU, we explore possibilities of design health technologies with artistic interface into our home life. Instead of commonly used numeric or graphical interface, we use Chinese ink painting to visualize the pulse and HRV (Heart Rate Variability). We design an artistic interface with two display modes and three levels of interactivity involving in the home life.
Monkey Business BIBAFull-Text 335-336
  Jan M. Sieber; Ralph Kistler
The installation Monkey Business invites to interact with a cuddly toy monkey that mimics the body gestures of a visitor. It provokes users to explore similarity and sympathy with an electronic device in a playful way.
   The fluffy appearance presents an ironic approach to the fact that people are more gravitated to a cuddly toy by finding him even more human-like than a robot that is designed to look exactly like a human being.
   Natural Interaction with this aping machine means: acting like a monkey. The installation's simplicity and its revival to vivacious reflection of oneself convey fundamental questions of media and communication.
Kinetic wave: raising awareness of the electromagnetic spectrum BIBAFull-Text 337-338
  Søren Pedersen; Michael Ha; Christian Ø. Laursen; Anders Høedholt
In this paper we explore how to raise awareness of the invisible wireless communication that surrounds us, in relation to spatial shape-changing interfaces. So far, this area of research has been largely unexplored. In order to explore this, we have built an installation that reacts to radio waves emitted by personal devices like smartphones and tablets, causing unanticipated movements.
Palimpsest: dead technology as archeological record BIBAFull-Text 339-340
  Taylor Hokanson
Palimpsest is an artwork that scans discarded word processing equipment for snippets of accidental type. Images of these hidden letters are captured with a computer-controlled microscope that travels across the surface of a salvaged printer roller. Though meaningless individually, the many words that are revealed from a particular roller create a mysterious and suggestive text that hints at the device's former users and context.
From movements to objects: creating physical sculptures from Iaido sword motions BIBAFull-Text 341-342
  Tomoyuki Ueno; Adam Brych; Johann Habakuk Israel; Gerald Eisenack; Benjamin Jastram
This project was concerned with the development of physical sculptures from the motion of an Iaido sword. Iaido is a Japanese traditional martial art concerned with moving a sword and performing a cutting motion at the same time. It is practiced to prepare the swordsman for a surprise attack. All phases of the stroke have to be absolutely flawless to keep the performer alive. From the perspective of Iaido practitioners the performance of Iaido can be regarded as the will to accomplish perfection and finality.
   This work is concerned with creating a physical sculpture which displays the motions of the Iaido sword during various movement cycles. In order to achieve this, the sword's movements were captured by using a motion capturing system, processed in a 3D CAD system and printed by means of a 3D printer. Video footage of the project is available at http://vimeo.com/62947874
The conductor's philosophy: embodied generative visual music BIBAFull-Text 343-344
  Damian T. Dziwis; Anja Vormann; Felix Wiethölter; Christian Geiger; Dionysios Marinos
We present a system that combines a real piano with computer generated algorithmic musical expressions, which are directly controlled by a conductor's gestures and trigger a real-time visualization.
Rafigh: an edible living media installation BIBAFull-Text 345-346
  Foad Hamidi; Melanie Baljko
In the face of increasing urbanization and lack of contact with nature, it is important to design systems that facilitate a re-connection or at least dialogue around our interaction with living beings. Rafigh, an empathetic living media interface, is designed to motivate children and adults to care for a living mushroom colony by engaging in collaborative and learning activities.
Raising user impulse awareness: the Sensitive Rolypoly BIBAFull-Text 347-348
  Johanna Fulda; Pieter Tierens; Teemu Mäntyharju; Thomas Wimmer
The basic idea behind the Sensitive Rolypoly is to respond to the ambient noise by changing its shape and lighting. It consists of six triangles that can change into a hexagon. The look reminds of an animalistic creature which can curl up and down depending on its environment, but in contrast to a real roly-poly the mode of behavior is reversed. Thus, if the Rolypoly is in a noisy, uneasy environment it shows the spiky triangles and conveys an aggressive mood, flickering its lights. As soon as the surrounding is getting quieter, it curls up and starts "breathing" in a soothing way. The viewer can have the impression that the Rolypoly feels safe and calm. Therefore, the Rolypoly's aim is to attract surrounding people by changing its orientation and showing them how noisy they are without realizing.


Advanced cardboard modeling: exploring the aesthetics of the third way BIBAFull-Text 349-352
  Joep Frens; Lukas van Campenhout
This studio revolves around the exploration of (tangible and actuated) interactive products and systems by means of physical sketching and prototyping. It is a hands-on studio where cardboard modeling techniques are combined with Arduino controlled sensors and actuators (the advanced cardboard modeling platform) to explore the notion of 'the aesthetics of the third way'. The 'aesthetics of the third way' recognizes different approaches to 'dematerialization' (the process of the physical becoming digital, e.g., LPs and CDs become digital files and loose the physical media) and tries to balance the qualities of both the physical and the digital in a new manner. In this workshop we both aim to acquaint participants with a new, low threshold platform for exploration as give them insight in -- and a vocabulary of the 'third way. The studio lasts the whole day -- a six hour time slot.
Dancing robots BIBAFull-Text 353-356
  Chris Speed; Larissa Pschetz; Jon Oberlander; Alexandros Papadopoulos-Korfiatis
Robots have a long history as a tangible platform through which designers and artists can explore human and social experiences. From Pierre Jaquet-Doz's Automatons from the Eighteenth Century, to Dunne & Raby's technological dreams of non-anthropomorphic robots that assist our lives [1], robots have been a rich form of technology that artists and designers have used to explore the human condition and how we relate to technology. This studio will give an introduction to small programmable robots and participants will learn how to use them to develop collaborative performances. Following an introduction, participants will be given the choice to work with bespoke robots (arduino based) or an e-puck [2] robot, participants will work in small groups to develop behaviours that, infer a form of robot dance. For a dance based upon a twitter feed or perform a collective task that assists a human. The studio will culminate in a series of performances by the bots that explore the potential for robots as materials for designing with data.
Designing in skills studio BIBAFull-Text 357-360
  Caroline Hummels; Ambra Trotto
The Designing in Skills Studio provides a framework and tools to address the theme of collaboration in a design process, applying the theories of embodiment and skilful coping. Each participant will collaborate with the others in order to explore one of his perceptual-motor skills, and find out how this skill shapes his sensitivity and can contribute to a richer shared design process and outcome. The studio aims at creating the stage for reflecting on the impact of embodiment on cooperation, and based on these insights, discussing and initiating the development of new ways of tangible and embodied interaction for multi-stakeholder cooperation in the future.
Embedded audio without beeps: synthesis and sound effects from cheap to steep BIBAFull-Text 361-364
  Dan Overholt; Nikolaj "DZL" Møbius
Can your microwave be musical? What does it take to design devices that produce better sounds than the prototypical square wave beeps we are accustomed to hearing today? The authors have developed several prototyping toolkits for the rapid creation -- sketching in hardware -- of sonic and tangible interaction designs focusing on audio for interactive devices; specifically, producing higher-quality sound than the typical beeps so commonly heard from many digital devices today. Participants will learn how to create both completely self-contained devices for embedding into various objects or clothing, and wireless devices for the control of sound or music generated remotely. For example, studio creations can synthesize sound directly with an Arduino or a more powerful "Create USB Interface" board via Direct Digital Synthesis. Alternatively, they can control a program such as Pure Data (or other common software environments for audio processing) via innovative interfaces that send real-time inputs to such software running on a laptop, mobile device, or small Linux board (e.g., Raspberry Pi or Beagleboard). Basic hardware will be provided, but participants are also encouraged to bring related equipment they may already own.
Form & function toolkit: printed electronics for unconventional interface BIBAFull-Text 365-368
  Johannes Deich; Michael Markert; Jens Geelhaar; Martin Schied; Jens Hammerschmidt; Gabriel Rausch
The studio deals with the potential of printed electronics as a way to embed electronic functionalities into everyday physical objects. Inspired by children educational toys we present a toolkit for experimenting with printed electronics and their tangible applications. It is an experimental prototyping platform for printed electronics that can be combined with different sensors and actuators from traditional and printed electronics. We will build a small toolbox from a pre-fabricated model set that includes an Arduino Yún connected to a printed circuit board. Different electronic components and sensors will be attached to the board and will be used to record environmental parameters. These smart tangible devices communicate with each other and the Internet. Participants will then develop concepts for future Internet of Things applications based on their experience with the toolkit. In the final step we would like to discuss ideas for developing this platform further with the workshop participants.
Handcrafting electronic accessories using 'raw' materials BIBAFull-Text 369-372
  Ylva Fernaeus; Martin Murer; Vasiliki Tsaknaki; Jordi Solsona Belenguer
In this studio we explore the design of interactive electronic accessories made from natural materials such as wood, copper, silver, wool and leather. A set of handcrafted sensor components along with easy to use sensor boards that connect with example smartphone software, will be utilized as a toolkit for the studio activities. Participants will, through hands-on activity, create with, learn about and discuss the role of natural materials in the design of wearable interactive designs.
Prototyping device ecologies: physical to digital and viceversa BIBAFull-Text 373-376
  Andrea Bellucci; Paloma Díaz; Ignacio Aedo; Alessio Malizia
This Studio will involve participants creating interactions with physical and digital elements. They will have the opportunity to use a toolkit we developed that combines physical and digital widgets into a unique environment to allow the rapid setup of device ecologies. Therefore, participants will be able to explore how the toolkit support to physical/digital interaction gives people with low, when no, technical skills the possibility to rapidly prototype interactions among heterogeneous devices, thus blurring the boundaries between the physical and the digital world.
   The Studio is structured in two parts: in the first one, participants will get familiar with the toolkit hardware and software functionalities. In the second part they will experiment directly the toolkit capabilities by developing interactions among digitally-augmented objects in a cultural heritage context. We expect, in this Studio, people to learn what are the possibilities and challenges in the development of device ecologies.
Skweezee studio: turn your own plush toys into interactive squeezable objects BIBAFull-Text 377-380
  Luc Geurts; Jolien Deville; Vero Vanden Abeele; Jelle Saldien; Karen Vanderloock
Skweezees are soft, deformable objects that recognize their shape deformation. Typically, a Skweezee has a fabric 'skin' and is filled with conductive padding. Several fabric electrodes are dispersed over the shape, and a small electronic circuit measures the resistance between each possible pair of electrodes. As the shape is deformed as a result of a squeeze gesture, the resistance patterns between electrode pairs change. A machine learning algorithm allows to differentiate between the different shape deformations. In addition, user-friendly open source software allows defining and recording squeeze gestures. Consequently, Skweezees enable rich gestural squeeze interaction for the DIY community. In this Skweezee Studio, participants are invited to bring their own plush toy (or another soft object) and to transform it into a Skweezee. Moreover, participants will be introduced to the mechanical, electrical and digital properties of Skweezees and participants will be able to explore and discuss the potential of e-textile, and of soft, tangible and haptic interactions in general.
The misbehavior of animated object BIBAFull-Text 381-384
  Bianchini Samuel; Hiroshi Ishii; Bourganel Rémy; Mahé Emmanuel; Labrune Jean-Baptiste; Quinz Emanuele
How to create & animate an object of simple, abstract form which movement would confer a behavior? How to give the impression that such an object have a personality allowing to be proactive, with self-motivated behavior, not directly responding to our expectations, or even challenging them through the demonstration of mis-behavior? To address these questions, we propose a studio allowing to design and rapid-prototype such object from an easily accessible toolbox (hardware and software) for the studio's audience to experiment with. This toolbox will have been developed beforehand through the collaboration of MIT Tangible Media Group and the Ensadlab composed of researchers in art, design, technology (HCI and tangible media) for this specific studio experiment.
Tools and methods for creating interactive artifacts BIBAFull-Text 385-388
  Thomas Kubitza; Albrecht Schmidt; Norman Pohl; Daniela Petrelli; Tilman Dingler; Nick Dulake
Many embedded platforms that support the creation of interactive smart objects have become available over the last years. Arduino, Raspberry Pi, electric imp, mbed, MSP430, and .NET Gadgeteer are examples of hardware platforms with very different properties and capabilities. In order to make interactive artifacts additional sensors, actuators, and networking elements are available for the different platforms. Additionally there are different software environments and development tools that support developers in creating custom applications for embedded systems. It is apparent that one size doesn't fit all and that choosing the right platform and tools is an important step towards an effective solution. In this TEI2014 studio we first provide an overview of available platforms and tools that allow developers to create novel and tangible interactive systems. We will present and discuss developing environments, with a specific focus on browser based programming tools and social coding. In a second step we will have 2 hands-on sessions, where in each we use a different platform and create an initial functional prototype. The aim is to provide the participants with an overview of existing embedded development tools suitable for creating interactive artifacts and to provide some hands on-experience with different new platforms.