Session:「Tangible, Embodied, Wearable Interaction」

AlterWear: Battery-Free Wearable Displays for Opportunistic Interactions

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173794

論文アブストラクト: As the landscape of wearable devices continues to expand, power remains a major issue for adoption, usability, and miniaturization. Users are faced with an increasing number of personal devices to manage, charge, and care for. In this work, we argue that power constraints limit the design space of wearable devices. We present AlterWear: an architecture for new wearable devices that implement a batteryless design using electromagnetic induction via NFC and bistable e-ink displays. Although these displays are active only when in proximity to an NFC-enabled device, this unique combination of hardware enables both quick, dynamic and long-term interactions with persistent visual displays. We demonstrate new wearables enabled through AlterWear with dynamic, fashion-forward, and expressive displays across several form factors, and evaluate them in a user study. By forgoing the need for onboard power, AlterWear expands the ecosystem of functional and fashionable wearable technologies.

日本語のまとめ:

NFCと電子インクディスプレイを利用したバッテリーレスなウェアラブルディスプレイを提案する.モバイルデバイスを近づけると給電・通信が行われてディスプレイの表示内容が変化する.バッテリーレスによりデザイン性の高さを実現.

Digital Outdoor Play: Benefits and Risks from an Interaction Design Perspective

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173858

論文アブストラクト: Outdoor play has been proven to be beneficial for children's development. HCI research on Heads-Up Games suggests that the well-known decline in outdoor play can be addressed by adding technology to such activities. However, outdoor play benefits such as social interaction, creative thinking, and physical activity may be compromised when digital features are added. We present the design & implementation of a novel digitally-enhanced outdoor-play prototype. Our evaluation with 48 children revealed that a non-digital version of the novel outdoor play object afforded social play and game invention. Evaluation of the digitally-enhanced version showed reduced collaborative social interaction and reduced creative thinking when compared with baseline. However, we showed that specific sensing and feedback features better supported outdoor play benefits. For example non-accumulated feedback was shown to increase collaborative play and creative thinking in comparison to accumulated feedback. We provide evidence-based recommendations for designers of outdoor play technologies.

日本語のまとめ:

屋外遊び用のデジタルデバイスを提案し,48人の子供を対象に評価.デジタル機能を導入すると,創造的思考や社会的交流が減少するが,適切なセンシングやフィードバックをデザインすることにより,それらの能力を促進できる

Capturing, Representing, and Interacting with Laughter

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173932

論文アブストラクト: We investigate a speculative future in which we celebrate happiness by capturing laughter and representing it in tangible forms. We explored technologies for capturing naturally occurring laughter as well as various physical representations of it. For several weeks, our participants collected audio samples of everyday conversations with their loved ones. We processed those samples through a machine learning algorithm and shared the resulting tangible representations (e.g., physical containers and edible displays) with our participants. In collecting, listening to, interacting with, and sharing their laughter with loved ones, participants described both joy in preserving and interacting with laughter and tension in collecting it. This study revealed that the tangibility of laughter representations matters, especially its symbolism and material quality. We discuss design implications of giving permanent forms to laughter and consider the sound of laughter as a part of our personal past that we might seek to preserve and reflect upon.

日本語のまとめ:

本来その場限りで消えてしまう笑いという生理現象をタンジブルデバイスの形で長く残す手法を検討した.被験者実験によりHCIの分野にて笑いを取り上げる際の知見となりうる様々な面白い反応が得られた.

Framed Guessability: Improving the Discoverability of Gestures and Body Movements for Full-Body Interaction

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174167

論文アブストラクト: The wide availability of body-sensing technologies (such as Nintendo Wii and Microsoft Kinect) has the potential to bring full-body interaction to the masses, but the design of hand gestures and body movements that can be easily discovered by the users of such systems is still a challenge. In this paper, we revise and evaluate Framed Guessability, a design methodology for crafting discoverable hand gestures and body movements that focuses participants' suggestions within a "frame," i.e. a scenario. We elicited gestures and body movements via the Guessability and the Framed Guessability methods, consulting 89 participants in-lab. We then conducted an in-situ quasi-experimental study with 138 museum visitors to compare the discoverability of gestures and body movements elicited with these two methods. We found that the Framed Guessability movements were more discoverable than those generated via traditional Guessability, even though in the museum there was no reference to the frame.

日本語のまとめ:

ある操作に対してどのようなジェスチャーが良いのかを決める新しい手法を提案している.特定の状況において最も行われたジェスチャーを採用することで,状況を設定しない場合よりも,新規ユーザーがジェスチャーを再現することができた.