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- keynoteMarch 2019
Design Experiments in Civics
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPage 3https://doi.org/10.1145/3294109.3305257Often when we talk about or do critical and speculative design the work is future oriented, looking towards technologies or conditions that are yet to come. While such work is important and compelling, there is also an opportunity to turn the critical ...
- keynoteMarch 2019
Material Matters: Human Values and the Longer View
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 1–2https://doi.org/10.1145/3294109.3305256Whether you aspire to Weiser's [4] disappearing technology of ubiquitous computing or Negroponte's [3] atoms to bits or something in-between, there is something inescapably material about the digital. How much more so when the goal is hybridity: the ...
- research-articleMarch 2019
Design Interactions between Robot Surfaces and Human Designers
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 761–765https://doi.org/10.1145/3294109.3302962This paper presents the rationale and current progress of my Ph.D. dissertation: "design interactions between robot surfaces and human designers." This specific topic serves as a case study trying to explore the question of how to design an interactive ...
- research-articleMarch 2019
Using Biometrics as a Social Intervention in Gaming
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 755–760https://doi.org/10.1145/3294109.3302961My doctoral research examines the use of biometrics as a design intervention in games to increase social closeness. I have built an overlay for Twitch that reveals streamer biometrics to spectators (All the Feels [16]). Using this tool, along with ...
- research-articleMarch 2019
Toward New Ecologies of Cyberphysical Representational Forms, Scales, and Interaction Modalities
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 749–753https://doi.org/10.1145/3294109.3302960Research on tangible user interfaces commonly focuses on tangible interfaces acting alone or in comparison with multi-touch or graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established "mainstream'' interaction ...
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- research-articleMarch 2019
transFORM - A Cyber-Physical Artefact Augmenting Social Interaction in Residual Public Spaces
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 745–748https://doi.org/10.1145/3294109.3302959The emergence of social networks and apps has reduced the importance of physical space as a locus for social interaction. In response, we introduce transFORM, a cyber-physical environment installed in under-used, outdoor, public spaces. transFORM ...
- research-articleMarch 2019
Tangible Signals - Physical Representation of Sound and Haptic Control Feedback
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 741–744https://doi.org/10.1145/3294109.3302958This paper describes the Ph.D. research project "Tangible Signals" which is currently in its initial phase. This project investigates the dynamic physical representation and haptic feedback control of computer music and sound data using motorized and ...
- research-articleMarch 2019
Designing a System to Facilitate Intergenerational Story Sharing and Preservation for Older Adults
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 737–740https://doi.org/10.1145/3294109.3302957My PhD research focuses on intergenerational story sharing for older adults, which is conducted in a Research-through-Design manner. It includes five iterations: It started from an exploration prototype Interactive Gallery (1st iteration), and its ...
- research-articleMarch 2019
Exploring the Potential for Tangible Social Technologies for Childhood Cancer Patients within the Hospital
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 733–736https://doi.org/10.1145/3294109.3302956Through a multi-phased mixed method study with childhood cancer patients (8-12 years old) and their team of caregivers within US and Canadian hospitals we will explore (1) the ways the cancer experience impacts patient's social/emotional well-being, (2) ...
- research-articleMarch 2019
Virtual Adornments: Haute Couture Practices for IoT Connecting Apparel
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 727–731https://doi.org/10.1145/3294109.3302935The Internet of Things (IoT) [3, 16, 35] is a physical-digital ecosystem of compliant technologies and heterogeneous parts, enabling vast transmissions of data and candid, pervasive presence of things [40]. Fashion, on the other hand, is an embodied ...
- research-articleMarch 2019
Tangible Interactions for Privacy Management
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 723–726https://doi.org/10.1145/3294109.3302934Due to the ubiquity of IoT devices, privacy violations can now occur across our cyber-physical-social lives. An individual is often not aware of the possible privacy implications of their actions and commonly lacks the ability to dynamically control the ...
- research-articleMarch 2019
Multi-Party Mixed Reality Interaction for Earth Sciences Education
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 719–722https://doi.org/10.1145/3294109.3302933Collaborative learning has been shown to be beneficial for children's learning performance, increasing the curiosity and intensity of the ability of cooperation. Mixed-Reality with collaborative learning is the trending research topic in the Human-...
- research-articleMarch 2019
TetRotation: Utilising Multimodal Analytics and Gestural Interaction to Nurture Mental Rotation Skills
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 715–718https://doi.org/10.1145/3294109.3302932Embodied Interaction (EI) offers unique opportunities to uncover novel ways to achieve experiential learning whilst keeping students stimulated and engaged. Spatial abilities have been repeatedly demonstrated as a success predictor for educations and ...
- research-articleMarch 2019
Breaking the Fourth Wall: Embodied Interfaces for a Better Algorithmic Experience with Recommender Algorithms
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 711–714https://doi.org/10.1145/3294109.3302931Recommender algorithms deal with most of our contemporary culture consumption. Algorithmic Experience (AX) emerges in HCI to guide users' experience with algorithms. To the best of our knowledge, previous work on recommender systems does not consider ...
- extended-abstractMarch 2019
chromactive - Tangibility of Digital Information as an Interactive, Material Experience
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 531–533https://doi.org/10.1145/3294109.3301272Digital information is typically only understood via lengthy explanations or data visualizations. It is my goal to use data to create physical objects that can not only represent the information that was used to create them but also to provide an ...
- extended-abstractMarch 2019
Bubble Talk: Open-source Interactive Art Toolkit for Metaphor of Modern Digital Chat
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 525–530https://doi.org/10.1145/3294109.3301271In this art project, the ephemeral and intangible aspects of human's communication are represented by soap-bubble. The shapeless, intangible, and insubstantial speech - once the speech is shouted out through speaker's mouth it disappears unless someone ...
- extended-abstractMarch 2019
After Words: Interactive Sound Installation Connecting Language, Body, and Machine
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 499–504https://doi.org/10.1145/3294109.3301267"After Words" is an interactive sound installation in which the viewer's participation causes basic units of speech to puncture the space, interrupting and overlapping yet remaining untied to any specific language. Inspired by early speech synthesizer ...
- extended-abstractMarch 2019
Expressing and Sensing Hybrid Materiality: Voluminous Interactive Architectural Substance
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 483–489https://doi.org/10.1145/3294109.3301265In this architectural research exploration, we challenge the notion of an interactive architectural surface as single-layered, two-dimensional interaction interface. Instead, we propose the notion of Interactive Voluminous Substance, which moves the ...
- extended-abstractMarch 2019
Upwell: Performative Immersion Hybridizing Two Worlds
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 571–575https://doi.org/10.1145/3294109.3301264Upwell is a mixed reality performance that allows audience members to explore virtual and physical worlds with two dancers. The environment provokes the feeling of being underwater. A dancer with a conventional VR head-mounted display and wearable ...
- extended-abstractMarch 2019
DOOR: Ethnicity in Artificial Intelligence
TEI '19: Proceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied InteractionPages 535–540https://doi.org/10.1145/3294109.3301262DOOR is an artwork that aims at exposing some of the social and political impact of artificial intelligence, computer vision, and automation. The project uses a commercially available computer vision system that predicts the interactor's ethnicity, and ...