Weaving Fire into Form Aspirations for Tangible and Embodied Interaction
This book investigates multiple facets of the emerging discipline of Tangible, Embodied, and Embedded Interaction (TEI). This is a story of atoms and bits. We explore the interweaving of the physical and digital, toward understanding some of their wildly varying hybrid forms and behaviors. Spanning...
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| Format: | eBook |
| Language: | English |
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New York
Association for Computing Machinery
2022
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| Edition: | 1 |
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| ISBN: | 9781450397674, 1450397670 |
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| Abstract | This book investigates multiple facets of the emerging discipline of Tangible, Embodied, and Embedded Interaction (TEI). This is a story of atoms and bits. We explore the interweaving of the physical and digital, toward understanding some of their wildly varying hybrid forms and behaviors. Spanning conceptual, philosophical, cognitive, design, and technical aspects of interaction, this book charts both history and aspirations for the future of TEI. We examine and celebrate diverse trailblazing works,and provide wide-ranging conceptual and pragmatic tools toward weaving the animating fires of computation and technology into evocative tangible forms. We also chart a path forward for TEI engagement with broader societal and sustainability challenges that will profoundly (re)shape our children's and grandchildren's futures. We invite you all to join this quest. |
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| AbstractList | This book investigates multiple facets of the emerging discipline of Tangible, Embodied, and Embedded Interaction (TEI). This is a story of atoms and bits. We explore the interweaving of the physical and digital, toward understanding some of their wildly varying hybrid forms and behaviors. Spanning conceptual, philosophical, cognitive, design, and technical aspects of interaction, this book charts both history and aspirations for the future of TEI. We examine and celebrate diverse trailblazing works,and provide wide-ranging conceptual and pragmatic tools toward weaving the animating fires of computation and technology into evocative tangible forms. We also chart a path forward for TEI engagement with broader societal and sustainability challenges that will profoundly (re)shape our children's and grandchildren's futures. We invite you all to join this quest. |
| Author | Mazaalek, Ali Hummels, Caroline Brygg, Ullmer Shaer, Orit |
| Author_xml | – sequence: 1 fullname: Brygg, Ullmer – sequence: 2 fullname: Shaer, Orit – sequence: 3 fullname: Mazaalek, Ali – sequence: 4 fullname: Hummels, Caroline |
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| ContentType | eBook |
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| DOI | 10.1145/3544564 |
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| Publisher | Association for Computing Machinery |
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| Snippet | This book investigates multiple facets of the emerging discipline of Tangible, Embodied, and Embedded Interaction (TEI). This is a story of atoms and bits. We... |
| SourceID | proquest |
| SourceType | Publisher |
| SubjectTerms | Computer interfaces High performance computing Human-computer interaction |
| Subtitle | Aspirations for Tangible and Embodied Interaction |
| TableOfContents | A.4.1 Not Invented Here + Build versus Buy -- A.4.2 Gartner Hype Cycle -- A.4.3 S Curves -- A.4.4 Content versus Platform and Ansoff Matrices -- Authors Cited -- Years of Referenced Manuscripts -- Bibliography -- Authors' Biographies -- Brygg Ullmer -- Orit Shaer -- Ali Mazalek -- Caroline Hummels -- Index Cover -- Half Title Page -- ACM Books -- Weaving Fire into Form -- Copyright Page -- Contents -- Vignettes -- Foreword -- At the Seashore -- Origin-MIT Media Lab, 1995 -- Abacus -- Orrery -- Closing -- Remarks -- Introduction -- On Names, Sister Communities, and Broader Relevance -- On Aspirations -- Acknowledgments -- 1 Tangible and Embodied Interaction -- 1.1 Early Examples -- 1.1.1 Facilitating Negotiations and Collective Memories: Clay Accounting Tokens -- 1.1.2 Expressing Relationships and Computational Thinking Toward Broader Audiences: The Slot Machine -- 1.1.3 Putting Things Together: The Building Block System and Universal Constructor -- 1.1.4 Objects as Containers of Voices, Identities, ++: The Marble Answering Machine -- 1.1.5 Consumer Product Industry Engagement: Philips Vision of the Future -- 1.1.6 Augmented Reality and TEI for Highly Complex Collaborative Interactions -- 1.1.7 Urp and the Luminous Room -- 1.1.8 Cubby -- 1.1.9 Wearable Motherboard -- 1.2 Beginning to Generalize -- 1.3 More Recent Examples -- 1.3.1 Reactable -- 1.3.2 Siftables and Sifteo Cubes -- 1.3.3 SMSlingshot -- 1.3.4 TRANSFORM -- 1.4 Reprise -- 1.4.1 Tangible Paradigms -- 1.4.2 Medium and Message -- 1.5 Enodia Tangibles -- 1.6 Structure of the Remaining Chapters -- 2 TEI in the Wild -- 2.1 Learning -- 2.1.1 Programming and Robotics -- 2.1.2 Biology -- 2.1.3 Cultural Heritage -- 2.2 Social Connectedness and Engagement -- 2.3 Health and Wellbeing -- 2.3.1 Awareness and Monitoring -- 2.3.2 Assistive Technology -- 2.4 Summary -- 3 Framing TEI -- 3.1 Broader Research Context -- 3.1.1 Ubiquitous Computing -- 3.1.2 Tangible Augmented Reality -- 3.1.3 Interactive Surfaces and Spaces -- 3.1.4 Ambient Displays -- 3.2 Unifying Frameworks for Post-WIMP Interactions -- 3.2.1 Instrumental Interaction -- 3.2.2 Reality-based Interaction -- 3.3 Conceptualization of TEI 5.10.1 Tangible Object Toolkits -- 5.10.2 Interactive Tabletop Toolkits -- 5.10.3 Cross-device Interaction Toolkits -- 5.10.4 Fabrication Toolkits -- 5.11 Summary -- 6 Aesthetics of TEI -- 6.1 Introducing Aesthetics of Interaction -- 6.1.1 Semantic versus Embodied Approach -- 6.1.2 Aesthetics of Interaction in Interactive Products and Systems -- 6.2 Variety of Possibilities, Invitations, and Appropriation of TEI -- 6.2.1 Category 1: Sensing and Extending the Body -- 6.2.1.1 Sensing the Body -- 6.2.1.2 On and In Body Extensions of Our Perceptual-motor Skills -- 6.2.2 Category 2: Accessing the World -- 6.2.2.1 Accessing the World Through Our Perceptual-motor Skills -- 6.2.2.2 Hermeneutics for Accessing (un)Graspable Matter -- 6.2.3 Category 3: Specific Forms of Interaction with the World -- 6.2.3.1 Shape-Changing Interfaces, Programmable Materials -- 6.2.3.2 Poetical, Magical, and Extraordinary Interaction -- 6.2.3.3 Peripheral Perception and Interaction -- 6.2.4 Category 4: Empowering and Expressing Ourselves in Our Socio-cultural Context -- 6.2.4.1 Empowering People -- 6.2.4.2 Expressing Ourselves and Connected Socio-cultural Realms -- 6.2.5 Category 5: Social Interaction -- 6.2.5.1 Interacting and Collaborating with People and Beyond -- 6.2.6 Category 6: Socio-cultural Debate and Speculation -- 6.2.6.1 Addressing Socio-cultural Issues via Art and Debate -- 6.2.6.2 Speculative Design, Critical Design, and Design Fiction -- 6.3 The Person(s) Interacting -- 6.3.1 Values -- 6.3.2 Perceptual Motor, Cognitive, Emotional, and Social Skills -- 6.3.2.1 Perceptual Motor Skills -- 6.3.2.2 Emotional Skills -- 6.3.2.3 Cognitive Skills -- 6.3.2.4 Social Skills -- 6.3.3 Concepts of the Body -- 6.4 Designing Devices to Evoke Aesthetics of Interaction -- 6.4.1 Properties of Artefacts -- 6.4.2 Dynamics of Interaction -- 6.4.2.1 Biomimicry -- 6.4.2.2 Laban 6.4.2.3 Moving and Making Strange Methodology -- 6.4.2.4 Choreography of Interaction -- 6.4.2.5 Everyday Rituals -- 6.5 Design Principles -- 6.5.1 CRAP -- 6.5.2 LAVA -- 6.5.3 The Aesthetics of the Impossible -- 6.6 Summary -- 7 Evaluating TEI -- 7.1 User Interaction Perspective -- 7.2 Cognitive Perspective -- 7.3 Technical Perspective -- 7.4 Arts Perspective -- 7.5 Philosophical Perspective -- 7.6 Summary -- 8 Paths Forward: Aspirations for TEI -- 8.1 Deep Engagement with Societal Challenges and Changing Paradigms -- 8.1.1 Moving Toward New Paradigms -- 8.1.2 Addressing Societal Challenges -- 8.1.2.1 TEI for Making Cities and Communities Inclusive, Safe, Resilient, and Sustainable -- 8.1.2.2 Lifelong Inclusive Learning for All -- 8.2 Synergies Across Scientific, Technical, and Art+Design -- 8.2.1 Novel Approaches, Methods and Tools for Innovation -- 8.2.2 Complex Systems -- 8.2.3 New Interfaces Between Biology and TEI -- 8.2.3.1 Modeling and Visualizing Biological Datasets -- 8.2.3.2 Designing and Constructing with Biological Elements -- 8.2.4 TEI in the Age of Automation -- 8.3 Socio-culturally Embedded TEI Community -- 8.4 Summary -- 9 Summary -- 9.1 3D HELPS: 3D Health Emergency Learning and Preparedness Supports -- 9.2 Understanding and Enhancing Working from Home -- 9.3 Learning Together at a Distance -- 9.4 New Prospects for Outdoor Engagement, Hybrid Fabrication/Interaction Spaces, and Cyberphysical Editions -- 9.5 Future Outlook -- A Appendices -- A.1 Enodia Tangibles -- A.1.1 Multi-plinth Hextok Interaction Devices -- A.1.2 Ferntor Shelter -- A.2 LAVA -- A.2.1 Legible -- A.2.1.1 Textual Legibility -- A.2.1.2 Form Legibility -- A.2.1.3 Lynchian Legibility -- A.2.1.4 Other Legibility Perspectives -- A.2.2 Actionable -- A.2.3 Veritable -- A.2.4 Aspirational -- A.3 Design Guidelines -- A.4 Broader Perspectives on Implementation and Mediation 3.3.1 Early Work and Graspable User Interfaces -- 3.3.2 Tangible Bits and the MCRit Interaction Model -- 3.3.3 Tokens and Constraints -- 3.3.4 Embedded Interaction -- 3.3.5 Embodied Interfaces -- 3.3.6 Tangible Interaction -- 3.4 Extending the Playfield of TEI: Pushing Boundaries and Changing Paradigms -- 3.4.1 Expanding the Scope of Materials and Tangibility -- 3.4.2 Radical Atoms -- 3.4.3 Ephemeral User Interfaces -- 3.4.4 Shape-Changing Interaction -- 3.4.5 Micro, Meso, and Macro Scales -- 3.5 Summary -- 4 Theories of Embodiment -- 4.1 Introduction -- 4.2 Thinking with Things -- 4.2.1 Discovery and Learning -- 4.2.2 Design and Making -- 4.2.3 Storytelling and Memory -- 4.2.4 Social Play -- 4.3 Theoretical Foundations -- 4.3.1 Phenomenology -- 4.3.2 Motor Cognition -- 4.4 Implications for TEI -- 4.4.1 From Phenomenology to TEI -- 4.4.2 From Embodied Cognition to TEI -- 4.5 Moving Forward -- 4.6 Summary -- 5 Mediating Technologies -- 5.1 Introduction -- 5.2 On "mediating" and "mediation" -- 5.2.1 The Switch that Lights -- 5.2.2 Tangible Telepresence -- 5.3 In Practice (with Principle): An Example System -- 5.4 Sensing -- 5.4.1 Agency and Proximity -- 5.4.2 Contact-based Sensors -- 5.4.3 Non-contact Sensors -- 5.4.4 Sensor Fusion and Actuated Sensing -- 5.5 Displays and Actuation -- 5.5.1 Agency and Proximity -- 5.6 Displays -- 5.6.1 Visible Displays -- 5.6.2 Projective Display Technology Extrapolations -- 5.6.2.1 White Room, Luminous Room, and Office of the Future -- 5.6.2.2 Projective Technologies, by the Numbers -- 5.6.3 Audible Displays -- 5.6.4 Olfactory Displays -- 5.7 Actuation -- 5.7.1 Display and Actuation Technology Design Spectrum -- 5.8 Computation and Communication -- 5.8.1 Hardware -- 5.8.2 Communications -- 5.9 Fabrication -- 5.9.1 Craft and Craftsmanship -- 5.9.2 Personal Fabrication Technologies -- 5.10 Technology Toolkits |
| Title | Weaving Fire into Form |
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