Reviewerly/exHarmony huggingface dataset:
Shadowplay: An Embodied AI Art Installation

Authors:
raw_author_name: Jesse Josua Benjamin
raw_affiliation_string: Imagination, Lancaster University, United Kingdom
raw_author_name: Joseph Lindley
raw_affiliation_string: Imagination, Lancaster University, United Kingdom

Abstract: The Shadowplay installation facilitates creative and embodied interaction with a generative AI image diffusion model. The work aspires to facilitate a tangible experience of working with generative AI and produces striking, aesthetic, and provocative images exposing the edges of our creative relationships with this new class of technology. Exhibition-goers enter into a generative interplay between the probabilistic uncertainty of AI technologies, the familiarity of light, and the experimental playfulness of using one's body to cast a shadow. By enabling a tangible interaction with this rapidly-evolving technology, we probe the quality and nature of AI-mediated imaginaries, while also providing a 'lived' means to experience the limits of its expressiveness and the inseparable ties to underlying training data. Shadowplay balances a provocative and critical stance on AI and creativity, produces a captivating stream of beautiful and striking imagery, and achieves this through an engaging, playful, and tangible interaction.
Squeezable Interface for Emotion Regulation in Work Environments

Authors:
raw_author_name: Nianmei Zhou
raw_affiliation_string: e-Media Research Lab, KU Leuven, Belgium
raw_author_name: Luc Geurts
raw_affiliation_string: e-Media Research Lab, KU Leuven, Belgium

Abstract: Squeezing objects has been proven to be effective in helping people release negative emotions. This work-in-progress study revolves around the design and development of a proof-of-concept system to facilitate conversations on how to design squeezable interfaces for emotion regulation in the workplace. In this paper, we describe the design and development of EmoSkweezee, an interactive desktop wallpaper controlled by a squeezable ball to support emotion regulation in a peripheral way. In our pilot study, we utilized this proof-of-concept system to provoke discussions with HCI practitioners about their perspectives and the potential of squeezable interfaces for emotion regulation. In the future, the requirements for a squeezable interface for emotion regulation will be explored with desk workers and experts through interviews and co-design workshops. This proof-of-concept will serve as a catalyst for conversations in our future user studies.
Echoes of Heritage: Exploring the Convergence of Immersive XR and Live-Action Roleplay for Rural Revitalization

Authors:
raw_author_name: Mengyao Guo
raw_affiliation_string: Shenzhen International School of Design, Harbin Institute of Technology, China and Faculty of Social Science, University of Macau, China
raw_author_name: Ze Gao
raw_affiliation_string: Academy of Interdisciplinary Studies, Hong Kong University of Science and Technology, Hong Kong and School of Design, Hong Kong Polytechnic University, Hong Kong

Abstract: Due to dwindling populations, rural communities frequently encounter difficulties in economic growth and conserving their cultural heritage. These challenges are often the result of younger generations moving to urban areas in search of better opportunities, leaving behind an aging population that struggles to maintain traditional practices and stimulate local economies. Innovative entertainment forms such as Immersive XR and theater-style LARPing games are emerging as potential solutions to these challenges. These immersive experiences, particularly appealing to younger demographics, can attract and engage them back in rural revitalization efforts. By integrating modern entertainment with cultural preservation, they present an opportunity to bridge the gap between tradition and innovation, thus injecting life into these communities. This paper carefully evaluates the potential benefits and challenges of integrating these technologies into rural revitalization initiatives, drawing on successful case studies for support. It aims to improve our understanding of the possible impact of immersive XR and theater-style LARPing on rural revitalization efforts. Additionally, the paper strives to provide insightful recommendations to guide future research and development in this increasingly important field.
Queer Archival Design in Tangible Embodied Interactive Experiences

Authors:
raw_author_name: Alexandra Teixeira Riggs
raw_affiliation_string: Digital Media, Georgia Institute of Technology, United States

Abstract: How might tangible design support embodied explorations of queer history, drawing from queer archives scholarship and Queer HCI? My work explores how queering design with attention to historicism, enacted through embodied interactions, can prompt affective and relational understandings of queer history. As preliminary research, this paper outlines a previous design case study, "Button Portraits: Embodying Queer History with Interactive Wearable Artifacts." The project uses queer methods and archival materials to design affective, embodied engagements that queer our understandings of historical linearity, imagine alternative and coalitional relationalities, and prompt emotional connections to shared queer history. This case study serves as a starting point for developing design methodology that explores embodied, tangible, interactive experiences of queer archives. Progressing my research, I outline these considerations in the context of a proposed project entitled "Queer Embodied Mapping," which draws on historicism to queer tangible interaction design by fabulating a collective archive of embodied oral histories.
Augmenting Embodied Learning in Welding Training: The Co-Design of an XR- and tinyML-Enabled Welding System for Creative Arts and Manufacturing Training

Authors:
raw_author_name: Zhenfang Chen
raw_affiliation_string: Carnegie Mellon University, United States
raw_author_name: Yumeng Zhuang
raw_affiliation_string: Carnegie Mellon University, United States
raw_author_name: Daragh Byrne
raw_affiliation_string: School of Architecture, Carnegie Mellon University, United States
raw_author_name: Dina El-Zanfaly
raw_affiliation_string: School of Design, Carnegie Mellon University, United States

Abstract: Metal welding is a craft manufacturing skill that can be unusually difficult to externalize and represent to novices. Building competency requires an apprentice to iteratively practice embodied skills and sensitize themselves to a sensorially complex practice. To explore these challenges, we organized a series of co-design workshops with a youth program in welding and fabrication. Working with eight instructors and four students, we identified opportunities for mixed reality, sensing, and tinyML processes to augment welding training and practice. This resulted in an extended reality (XR) welding helmet and torch that enhances the embodied learning of welding in three key ways: biometric sensing enhances mindfulness and stress management in sensorially challenging environments; acoustic sensing focuses learner attention on non-visual cues of weld performance; and combined motion-sensing and visual XR feedback helps improve proprioceptive and embodied learning. These features are assessed and we offer design implications for augmenting novice learning of craft-practice with XR approaches.
`A Fair Game?': Using Narrative Sensification and Embodied Metaphors for Awareness

Authors:
raw_author_name: Sanghamitra Das
raw_affiliation_string: Bauhaus Universität, Weimar, Germany
raw_author_name: Rosa Van Koningsbruggen
raw_affiliation_string: Bauhaus-Universität Weimar, Human Computer Interaction, Germany
raw_author_name: Eva Hornecker
raw_affiliation_string: Bauhaus-Universität Weimar, Germany

Abstract: Most physical data representations rely on vision only and miss the opportunity of making people physically experience data. This work introduces 'A Fair Game': a narrative sensification that uses story-telling and embodied interaction to provide data insight. A Fair Game is a two-player horse race installation representing passport power, where people pull on a rope to move their horse. People randomly draw a high- or low-ranking passport which determines the horse's speed, so either a lot or little physical effort is needed to win the race. The installation was deployed at an exhibition for two days, where we conducted interviews with fifteen people. Findings indicate that people's embodied interaction and the visible unfairness of the game contributed to emotional engagement. Participant's felt frustration and empathy, which facilitated space for discussions regarding the topic. Our work shows the potential of kinesthetic and emotional engagement, and introduces the concept of narrative sensification.
Making Your Makerspace: A Tale of Tension

Authors:
raw_author_name: Dorothé Smit
raw_affiliation_string: University of Salzburg, Austria
raw_author_name: Georg Regal
raw_affiliation_string: Center for Technology Experience, AIT Austrian Institute of Technology GmbH, Austria
raw_author_name: Cornelia Gerdenitsch
raw_affiliation_string: Center for Technology Experience, AIT Austrian Institute of Technology GmbH, Austria

Abstract: Makerspaces hold a lot of potential for participation in innovation, democratization of technology, and as a resource for community building – but not all who make, are represented in makerspaces: many makers do not feel at home in these spaces. This paper investigates the wants and needs of people who are engaged with making. It describes the result of four co-creation events, in which participants constructed their ideal version of a makerspace. By analysing the thoughts and ideas that participants shared during the building process, and the resulting physical representations of makerspaces, we uncovered two distinct tensions in what makers require from their ideal makerspace: the tension between having fun in a space and a space that is functional; and the tension between having the opportunity to collaborate with other people, versus undisturbed focus on projects. We contextualize these findings in literature related to makerspaces and offer suggestions for dealing with these tensions through design.
Embodied Hybrid Bodystorming to Design an XR Suture Training Experience

Authors:
raw_author_name: Elena Márquez Segura
raw_affiliation_string: Department of Computer Science and Engineering, Universidad Carlos III de Madrid, Spain
raw_author_name: José Manuel Vega-Cebrián
raw_affiliation_string: Department of Computer Science and Engineering, Universidad Carlos III de Madrid, Spain
raw_author_name: Andrea Bellucci
raw_affiliation_string: Computer Science and Engineering Department, Universidad Carlos III de Madrid, Spain

Abstract: Extended Reality (XR) technology offers promising results to support skill training. In the field of surgical education, Virtual Reality (VR) has long been explored, showing the potential to foster improved skill development and learning. However, XR in this domain is still underinvestigated, and there is a lack of design knowledge, design methods, and guidelines to inform how to best design XR experiences for effective surgical training. Here, we focus on suture training and show how participatory embodied design activities with experienced surgeons can help open the design space and arrive at interesting design solutions. We report on a hybrid bodystorming combining physical props with XR headsets with passthrough capabilities, supporting rich embodied explorations, a better understanding and articulation of key steps of suturing, uncovering essential design requirements and features, and arriving at an interesting design concept proposal that can be inspiring for future works in the domain.
Chasing Tacit Knowledge: Multi-layered Sensing in Woodworking

Authors:
raw_author_name: Michael Nitsche
raw_affiliation_string: Digital Media/ LMC, Georgia Institute of Technology, United States

Abstract: We discuss existent approaches to trace tacit knowledge in craft practices through a turn to more-than-human centered design. This leads to a call for a multi-layered sensing system that covers not only the human body but also the tools and materials involved. Furthermore, it stresses the necessity of relational data collection and analysis. We present the design and implementation of this concept for a traditional woodworking practice: shaving wood with a block plane. In closing, we show feasibility of the suggested design through an initial pilot test. The argument contributes a theoretical turn to material-based sensing principles in the search for ways to track tacit knowledge, it outlines key design principles of this approach, provides an example implementation, and indicates a first validation through pilot data.
Zenscape: Encouraging Microbreaks from Screen-based Work through a Tangible System

Authors:
raw_author_name: Deepti Aggarwal
raw_affiliation_string: School of Information Technology, Deakin University, Australia and HAFP Research Lab, RMIT University, Australia
raw_author_name: Rohit Ashok Khot
raw_affiliation_string: HAFP Research Lab, RMIT University, Australia
raw_author_name: Jung-Ying (Lois) Yi
raw_affiliation_string: HAFP Research Lab, RMIT University, Australia

Abstract: Regular microbreaks from work positively contribute to one's well-being, performance, and recovery, yet integrating them into work routine can be challenging. In response, we present Zenscape, a novel tangible system that encourages regular microbreaks through a subtle stirring water action and sound. Zenscape aims to improve the quality of the microbreaks by inviting user participation in creative micro activities that are inspired from Zen Garden philosophy. We conducted field deployments of Zenscape with seven participants who interacted with the system daily for at least 2 weeks. The study revealed that the physicality of the system brought discipline to participants' work routine and interacting with the Zen Garden made microbreaks refreshing. Participants took frequent breaks with Zenscape, found themselves more productive and less tired at the end of the day. Based on study insights, we present three design considerations to guide the design of the future technologies for supporting regular microbreaks.
Envisioning Transhuman Communication Research: Speculative Human Augmentation Technologies and Fictional Abstracts

Authors:
raw_author_name: Çağlar Genç
raw_affiliation_string: Gamification Group, Tampere University, Finland
raw_author_name: Velvet Spors
raw_affiliation_string: Gamification Group, Tampere University, Finland
raw_author_name: Oğuz 'Oz Buruk
raw_affiliation_string: Gamification Group, Faculty of Information Technology and Communications, Tampere University, Finland
raw_author_name: Mattia Thibault
raw_affiliation_string: Gamification Group, Faculty of Information Technology and Communications, Tampere University, Finland
raw_author_name: Leland Masek
raw_affiliation_string: Tampere University, Finland
raw_author_name: Juho Hamari
raw_affiliation_string: Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Finland

Abstract: Throughout human history, communication has evolved and diversified t hrough v arious m eans, f rom natural languages to modern forms like video and virtual reality. Now, a paradigm shift, transhumanism, is proposing the integration of machines and computers into the human body to augment individuals physically, sensorily, cognitively, and emotionally. In this pictorial, we examine "How can we approach the design of transhuman technologies for communication?" and "How might future research examine their impact on communication?" For this, we conducted co-speculation workshops to identify design opportunities, and based on them, created fictional a bstracts envisioning future research. Our work contributes a set of design speculations and a range of thought-provoking research ideas that will foster discussions about probable pitfalls and benefits of transhuman technologies in the future of communication.
Sensing Bodies: Engaging Postcolonial Histories through More-than-Human Interactions

Authors:
raw_author_name: Sylvia Janicki
raw_affiliation_string: Digital Media, Georgia Institute of Technology, United States
raw_author_name: Alexandra Teixeira Riggs
raw_affiliation_string: Digital Media, Georgia Institute of Technology, United States
raw_author_name: Noura Howell
raw_affiliation_string: Digital Media, Georgia Institute of Technology, United States
raw_author_name: Anne Sullivan
raw_affiliation_string: Digital Media, Georgia Institute of Technology, United States
raw_author_name: Nassim Parvin
raw_affiliation_string: Information School, University of Washington, United States

Abstract: Sensing Bodies is an interactive installation that integrates plants, biosensors, and data displays in a series of tangible embodied encounters to facilitate reflection on the complex sociopolitical entanglements of plants. The triptych installation incorporates different forms of biodata and three plantation plants of the U.S. South to highlight reciprocal people-plant relationships while fostering a deeper sensibility toward colonial histories of local landscapes. In this paper, we put forth three design provocations for engaging with postcolonial perspectives in more-than-human interactions: materializing tensions to trouble multi-species relationships, embracing ambiguities and multiple relationalities, and highlighting geographic and cultural situatedness. In doing so, we contribute to how TEI might facilitate postcolonial understandings and sensibilities.
SensorBricks: a Collaborative Tangible Sensor Toolkit to Support the Development of Data Literacy

Authors:
raw_author_name: Hans Brombacher
raw_affiliation_string: Department of Industrial Design, Eindhoven University of Technology, Netherlands
raw_author_name: Rosa Van Koningsbruggen
raw_affiliation_string: Bauhaus-Universität Weimar, Human Computer Interaction, Germany
raw_author_name: Steven Vos
raw_affiliation_string: Department of Industrial Design, Eindhoven University of Technology, Netherlands and School of Sport Studies, Fontys University of Applied Sciences, Netherlands
raw_author_name: Steven Houben
raw_affiliation_string: Department of Industrial Design, Eindhoven University of Technology, Netherlands

Abstract: Data is often inaccessible for non-expert users, leading to a lack of data transparency and speculation in the understanding and interpretation of data, not providing personal value to individuals. The SensorBricks toolkit was evaluated during 5 workshops (N = 20) to learn how an IoT toolkit can support the development of data literacy. The SensorBricks toolkit introduced data to individuals in a fun, accessible and easy way, creating a low boundary for users to interact with data, sensors and output modalities. The toolkit helped individuals to reflect on the role of data in their environment. The collaborative aspect gave individuals the option to discuss the data and learn from each other's experiences helping users to create a meaningful interpretation and shared understanding of sensor data. The combined digital and data physicalization data representation gives individuals both awareness and in-detail information, creating an understandable and informative way of presenting data.
TipTrack: Precise, Low-Latency, Robust Optical Pen Tracking on Arbitrary Surfaces Using an IR-Emitting Pen Tip

Authors:
raw_author_name: Vitus Maierhöfer
raw_affiliation_string: University of Regensburg, Germany
raw_author_name: Andreas Schmid
raw_affiliation_string: University of Regensburg, Germany
raw_author_name: Raphael Wimmer
raw_affiliation_string: University of Regensburg, Germany

Abstract: Tables are focus points for social interactions and support everyday activities, such as learning, crafting, or dining. These physical interactions on and around the table may be augmented with digital information and tools projected onto the tabletop. For interaction with such projected information, touch input suffers from technical and interactional limitations. Pen input is a more robust alternative that does not suffer from Midas-touch problems. We developed a system for tracking the position of an IR-emitting pen tip on a planar surface with sub-millimeter resolution and an end-to-end latency of less than 30 ms. Distinguishing between drawing and hovering states is done by combining a stereoscopic camera setup and a machine-learning classifier. We demonstrate practical performance, uses and limitations through multiple studies and examples.
Thermo-Play: Exploring the Playful Qualities of Thermochromic Materials

Authors:
raw_author_name: Haena Cho
raw_affiliation_string: Industrial Design Department, College of Engineering, Korea Advanced Institute of Science and Technology (KAIST), Korea, Republic of
raw_author_name: Woohun Lee
raw_affiliation_string: Industrial Design Department, College of Engineering, Korea Advanced Institute of Science and Technology (KAIST), Korea, Republic of
raw_author_name: Chang Hee Lee
raw_affiliation_string: Industrial Design Department, College of Engineering, Korea Advanced Institute of Science and Technology (KAIST), Korea, Republic of

Abstract: As interest in materiality has increased in human-computer interaction (HCI), a growing body of research has emerged on the use of smart materials to enhance interactivity. In particular, thermochromic materials, which change color in response to environmental temperature, have drawn attention. However, despite their dynamicity and interactivity, limited studies have dug into their playful potential. This paper presents Thermo-Play, a series of four projects—Picky Tamagotchi, Alphabet Blocks, Shake My Hand, and Gradual Display—that examine the potential of thermochromism in the sense of play and its implications for design and HCI. Evaluating the four projects, we identify the elements that make thermochromic materials playful, such as physicality, color-dynamicity, and gradualness, and the limitations of these materials. Through the findings of Thermo-Play, we expect to discover new opportunities for thermochromic materials in designing playful interactions.
Tangible Diffusion: Exploring Artwork Generation via Tangible Elements and AI Generative Models in Arts and Design Education

Authors:
raw_author_name: Meng Wang
raw_affiliation_string: Beijing Institute for General Artificial Intelligence, China

Abstract: Generative models have revolutionized the field of art and design, providing an emerging and accessible approach to creating diverse artwork. However, effectively utilizing these models still requires significant expertise, making the system inaccessible to novice users, such as young children. This paper introduces a novel approach to artwork generation, combining tangible elements with AI generative models, resulting in a more engaging and immersive learning experience. With materials prepared by teachers, students can easily create digital artwork by manipulating tangible building blocks. The experiments demonstrate that the proposed pipeline can be applied to various scenarios, using either off-the-shelf or carefully designed tangible elements. This approach provides an interdisciplinary learning platform for arts and design education, fostering creativity and exploration of various art styles and design topics.