Session:「Connect, Move, Touch, Build」

Environment-Scale Fabrication: Replicating Outdoor Climbing Experiences

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025465

論文アブストラクト: Despite rapid advances in 3D printing, fabricating large, durable and robust artifacts is impractical with current technology. We focus on a particularly challenging environment-scale artifact: rock climbing routes. We propose a prototype fabrication method to replicate part of an outdoor climbing route and enable the same sensorimotor experience in an indoor gym. We start with 3D reconstruction of the rock wall using multi-view stereo and use reference videos of a climber in action to identify localized rock features that are necessary for ascent. We create 3D models akin to traditional indoor climbing holds, fabricated using rapid prototyping, molding and casting techniques. This results in robust holds accurately replicating the features and configuration of the original rock route. Validation was performed on two rock climbing sites in New Hampshire and Utah. We verified our results by comparing climbers' moves on the indoor replicas and original outdoor routes.

日本語のまとめ:

野外のクライミングルートを,屋内のボルダリングコースとして複製するFabrication手法についての報告. Multi-View Stereo・写真から岩場の構造を, 登山時の録画からホールドの形状を再現する.

Why Tangibility Matters: A Design Case Study of At-Risk Children Learning to Read and Spell

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3026048

論文アブストラクト: Tangibles may be effective for reading applications. Letters can be represented as 3D physical objects. Words are spatially organized collections of letters. We explore how tangibility impacts reading and spelling acquisition for young Anglophone children who have dyslexia. We describe our theory-based design rationale and present a mixed-methods case study of eight children using our PhonoBlocks system. All children made significant gains in reading and spelling on trained and untrained (new) words, and could apply all spelling rules a month later. We discuss the design features of our system that contributed to effective learning processes, resulting in successful learning outcomes: dynamic colour cues embedded in 3D letters, which can draw attention to how letter(s) position changes their sounds; and the form of 3D tangible letters, which can enforce correct letter orientation and enable epistemic strategies in letter organization that simplify spelling tasks. We conclude with design guidelines for tangible reading systems.

日本語のまとめ:

失読症の児童の読み書きの習得にTangibilityが与える影響を調査. PhonoBlocks(Tangibleな読み書き学習システム)を用い, 児童8名を対象に一ヶ月間読み書きの学習を行わせた.

WeBuild: Automatically Distributing Assembly Tasks Among Collocated Workers to Improve Coordination

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3026036

論文アブストラクト: Physical construction and assembly tasks are often carried out by groups of collocated workers, and they can be difficult to coordinate. Group members must spend time deciding how to split up the task, how to assign subtasks to each other, and in what order subtasks should be completed. Informed by an observational study examining group coordination challenges, we built a task distribution system called WeBuild. Our custom algorithm dynamically assigns subtasks to workers in a group, taking into account factors such as the dependencies between subtasks and the skills of each group member. Each worker views personalized step-by-step instructions on a mobile phone, while a dashboard visualizes the entire process. An initial study found that WeBuild reduced the start-up time needed to coordinate and begin a task, and provides direction for future research to build on toward improving group efficiency and coordination for complex tasks.

日本語のまとめ:

グループワークでの組み立て作業におけるタスク分散システムの提案. メンバーのスキル, サブタスクの依存関係を考慮し動的にタスク割り振りを行う.提案システムと紙媒体の作業マニュアルを用いたタスクを比較し評価した.

Pressure-Based Gain Factor Control for Mobile 3D Interaction using Locally-Coupled Devices

論文URL: http://dl.acm.org/citation.cfm?doid=3025453.3025890

論文アブストラクト: We present the design and evaluation of pressure-based interactive control of 3D navigation precision. Specifically, we examine the control of gain factors in tangible 3D interactions using locally-coupled mobile devices. By focusing on pressure as a separate input channel we can adjust gain factors independently from other input modalities used in 3D navigation, in particular for the exploration of 3D visualisations. We present two experiments. First, we determined that people strongly preferred higher pressures to be mapped to higher gain factors. Using this mapping, we compared pressure with rate control, velocity control, and slider-based control in a second study. Our results show that pressure-based gain control allows people to be more precise in the same amount of time compared to established input modalities. Pressure-based control was also clearly preferred by our participants. In summary, we demonstrate that pressure facilitates effective and efficient precision control for mobile 3D navigation.

日本語のまとめ:

3Dオブジェクト閲覧・操作時のGain Factorの調整に押圧を用いる手法の提案. Gain Factor高低と押圧高低のマッピング決定のための実験及び押圧以外でGain Factorを調整する手法との比較を実施.