Session:「Tangible」

Reactile: Programming Swarm User Interfaces through Direct Physical Manipulation

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173773

論文アブストラクト: We explore a new approach to programming swarm user interfaces (Swarm UI) by leveraging direct physical manipulation. Existing Swarm UI applications are written using a robot programming framework: users work on a computer screen and think in terms of low-level controls. In contrast, our approach allows programmers to work in physical space by directly manipulating objects and think in terms of high-level interface design. Inspired by current UI programming practices, we introduce a four-step workflow-create elements, abstract attributes, specify behaviors, and propagate changes-for Swarm UI programming. We propose a set of direct physical manipulation techniques to support each step in this workflow. To demonstrate these concepts, we developed Reactile, a Swarm UI programming environment that actuates a swarm of small magnets and displays spatial information of program states using a DLP projector. Two user studies-an in-class survey with 148 students and a lab interview with eight participants-confirm that our approach is intuitive and understandable for programming Swarm UIs.

日本語のまとめ:

カメラとコイルをグリッド上に並べたコイルアレイを用いて,磁石の位置検出と位置制御を行うSwarm(群れ) UIに関する研究 物体の形成やプロジェクタを組み合わせた可視化に利用できる

Tangible Landscape: A Hands-on Method for Teaching Terrain Analysis

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173954

論文アブストラクト: This paper presents novel and effective methods for teaching about topography--or shape of terrain--and assessing 3-dimensional spatial learning using tangibles. We used Tangible Landscape--a tangible interface for geospatial modeling--to teach multiple hands-on tangible lessons on the concepts of grading (i.e., earthwork), geomorphology, and hydrology. We examined students' ratings of the system's usability and user experience and tested students' acquisition and transfer of knowledge. Our results suggest the physicality of the objects enabled the participants to effectively interact with the system and each other, positively impacting ratings of usability and task-specific knowledge building. These findings can potentially advance the design and implementation of tangible teaching methods for the topics of geography, design, architecture, and engineering.

日本語のまとめ:

Tangible Landscapeは表面の凹凸を認識し等高線などをプロジェクションマッピングで表示することで地形学習を支援する粘土を用いたTUIです.本論文では当システムを用いた講義形式のワークショップを通して有効性を評価しています.

Keppi: A Tangible User Interface for Self-Reporting Pain

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174076

論文アブストラクト: Motivated by the need to support those managing chronic pain, we report on the iterative design, development, and evaluation of Keppi, a novel pressure-based tangible user interface (TUI) for the self-report of pain intensity. In-lab studies with 28 participants found individuals were able to use Keppi to reliably report low, medium, and high pain as well as map squeeze pressure to pain level. Based on insights from these evaluations, we ultimately created a wearable version of Keppi with multiple form factors, including a necklace, bracelet, and keychain. Interviews indicated high receptivity to the wearable design, which satisfied additional user-identified needs (e.g., discreet and convenient) and highlighted key directions for the continued refinement of tangible devices for pain assessment.

日本語のまとめ:

Keppiはユーザの握る力の大きさによって慢性的な痛みの強さを評価するTUIです.素材や機構の検討を重ねることでウェアラブルデバイスの実装に成功しています.被験者実験より,操作性や実現性が検討されていました.

Ohmic-Touch: Extending Touch Interaction by Indirect Touch through Resistive Objects

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174095

論文アブストラクト: When an object is interposed between a touch surface and a finger/touch pen, the change in impedance caused by the object can be measured by the driver software. This phenomenon has been used to develop new interaction techniques. Unlike previous works that focused on the capacitance component in impedance, Ohmic-Touch enhances touch input modality by sensing resistance. Using 3D printers or inkjet printers with conductive materials and off-the-shelf electronic components/sensors, resistance is easily and precisely controllable. We implement mechanisms on touch surfaces based on the electrical resistance of the object: for example, to sense the touching position on an interposed object, to identify each object, and to sense light, force, or temperature by using resistors and sensors. Additionally, we conduct experimental studies that demonstrate that our technology has a recognition accuracy of the resistance value of 97%.

日本語のまとめ:

タッチパッド等のタッチサーフェスに流れる電流を読み取ることで,指とタッチサーフェスの間にある物体のインピーダンスを計測する研究 インピーダンスによって,物体の識別や可変抵抗を利用したUIへの利用が可能