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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Hlavní autoři: Brygg, Ullmer, Shaer, Orit, Mazaalek, Ali, Hummels, Caroline
Médium: E-kniha
Jazyk:angličtina
Vydáno: New York Association for Computing Machinery 2022
Vydání:1
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ISBN:9781450397674, 1450397670
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Obsah:
  • 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