Session:「3D Tangibles」

Co-3Deator: A Team-First Collaborative 3D Design Ideation Tool

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025825

論文アブストラクト: We present Co-3Deator, a sketch-based collaborative 3D modeling system based on the notion of "team-first" ideation tools, where the needs and processes of the entire design team come before that of an individual designer. Co-3Deator includes two specific team-first features: a concept component hierarchy which provides a design representation suitable for multi-level sharing and reusing of design information, and a collaborative design explorer for storing, viewing, and accessing hierarchical design data during collaborative design activities. We conduct two controlled user studies, one with individual designers to elicit the form and functionality of the collaborative design explorer, and the other with design teams to evaluate the utility of the concept component hierarchy and design explorer towards collaborative design ideation. Our results support our rationale for both of the proposed team-first collaboration mechanisms and suggest further ways to streamline collaborative design.

日本語のまとめ:

チームで3Dモデルのデザインを支援するモデリングツールの開発を行った.自分で作成したモデルをアップロードしてチームで共有したり,他のメンバーが作成したモデルをダウンロードし,パーツごとに分離,変形,再構成したりすることができる.

EdiPulse: Investigating a Playful Approach to Self-monitoring through 3D Printed Chocolate Treats

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025980

論文アブストラクト: Self-monitoring offers benefits in facilitating awareness about physical exercise, but such data-centric activity may not always lead to an enjoyable experience. We introduce EdiPulse a novel system that creates activity treats to offer playful reflections on everyday physical activity through the appealing medium of chocolate. EdiPulse translates self-monitored data from physical activity into small 3D printed chocolate treats. These treats (< 20 grams of chocolate in total) embody four forms: Graph, Flower, Slogan and Emoji. We deployed our system across 7 households and studied its use with 13 participants for 2 weeks per household. The field study revealed positive aspects of our approach along with some open challenges, which we disseminate across five themes: Reflection, Positivity, Determination, Affection, and Co-experience. We conclude by highlighting key implications of our work for future playful food-based technology design in supporting the experience of being physically active

日本語のまとめ:

3Dチョコレートプリンターを開発した.その日行った運動の記録をチョコレートで出力することで,運動の記録自体を遊び心のある楽しい体験にして,日々の運動に対するモチベーション維持に貢献する.

Investigating Cross-Device Interaction between a Handheld Device and a Large Display

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025724

論文アブストラクト: There is a growing interest in HCI research to explore cross-device interaction, giving rise to an interest in different approaches facilitating interaction between handheld devices and large displays. Contributing to this, we have investigated the use of four existing approaches combining touch and mid-air gestures, pinching, swiping, swinging and flicking. We look specifically at their relative efficiency, effectiveness and accuracy in bi-directional interaction between a smartphone and large display in a point-click context. We report findings from two user studies, which show that swiping is both most effective, fastest and most accurate, closely followed by swinging. What these two approaches have in common is the ability to keep the pointer steady on the large display, unaffected by concurrent gestures or body movements used to complete the interaction, suggesting that this is an important factor for designing effective cross-device interaction with large displays.

日本語のまとめ:

スマートフォン・大型ディスプレイ間におけるオブジェクトの移動方法に適している操作の調査を行った.ピンチ,スワイプ,スイング,フリックの4種類の操作を対象として,移動にかかる時間と位置の正確性を測る実験を実施した.