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  1. Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction (TEI '16)
  2. BrainstORB
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Design Everything By Yourself User Interfaces For Graphics, CAD Modeling, and Robots
Navigation of Pitch Space on a Digital Musical Instrument with Dynamic Tactile Feedback
Interactive Jewellery: a design exploration
Modifying Gesture Elicitation: Do Kinaesthetic Priming and Increased Production Reduce Legacy Bias?
It Could Just as Well Have Been in Greek: Experiences from Introducing Code as a Design Material to Exhibition Design Students
LivingSurface: Biofeedback through Shape-changing Display
On the Other Hand: Embodied Metaphors for Interactions with Mnemonic Objects in Live Presentations
From Patchwork to Appliqué: Reflections from an Interaction Design Remake
Comparing Tangible and Multi-touch Interaction for Interactive Data Visualization Tasks
EmotiPlant: Human-Plant Interaction for Older Adults
The BIOdress: A Body-worn Interface for Environmental Embodiment
Crafting Tangible Interaction to Prompt Visitors' Engagement in House Museums
BrainstORB
Designing Tangibles for Children: One Day Hands-on Workshop
Inherently Meaningful
MobiSweep: Exploring Spatial Design Ideation Using a Smartphone as a Hand-held Reference Plane
Technologies for Everyday Life Reflection: Illustrating a Design Space
If Your Mind Can Grasp It, Your Hands Will Help
A Tangible Embedded Programming System to Convey Event-Handling Concept
Tangible Viewports: Getting Out of Flatland in Desktop Environments
Snake Charmer: Physically Enabling Virtual Objects
Embodied Companion Technologies for Autistic Children
Sparse Tangibles: Collaborative Exploration of Gene Networks using Active Tangibles and Interactive Tabletops
Maketec: A Makerspace as a Third Place for Children
POEME: A Poetry Engine Powered by Your Movement
Towards Self-Aware Materials
Sensole: An Insole-Based Tickle Tactile Interface
Tangible Data, explorations in data physicalization
TMotion: Embedded 3D Mobile Input using Magnetic Sensing Technique
Towards a Framework for Tangible Narratives
Exploring the Aesthetics of Tangible Interaction: Experiments on the Perception of Hybrid Objects
SynFlo: A Tangible Museum Exhibit for Exploring Bio-Design
ReFlex: A Flexible Smartphone with Active Haptic Feedback for Bend Input
TOBE: Tangible Out-of-Body Experience
SmallTalk: Using Tangible Interactions to Gather Feedback from Children
Designing the Vertigo Experience: Vertigo as a Design Resource for Digital Bodily Play
Functional Demonstrators to Support Understanding of Smart Materials
Functionality in Wearable Tech: Device, as Jewelry, as Body Mediator
Exploring the Design Space of Tangible Systems Supported for Early Reading Acquisition in Children with Dyslexia
InflatiBits: A Modular Soft Robotic Construction Kit for Children
MeMod: A Modular Hacking and Programming Toolkit For Everyday Objects
DataSpoon: Overcoming Design Challenges in Tangible and Embedded Assistive Technologies
Designing the Behavior of Interactive Objects
The Aesthetics of Heat: Guiding Awareness with Thermal Stimuli
Engaging 'At-Risk' Students through Maker Culture Activities
A Basic Form Language for Shape-Changing Interfaces
Tangible Play Objects: Influence of Different Combinations of Feedback Modalities
Gleamy: An Ambient Display Lamp with a Transparency-Controllable Shade
IrukaTact: Submersible Haptic Search Glove
Dividual Plays Experimental Lab: An installation derived from Dividual Plays
Embodied Spatial Thinking in Tangible Computing
Whoosh Gloves: Interactive Tool to Form a Dialog Between Dancer and Choreographer
The Interaction Engine: Tools for Prototyping Connected Devices
T4Tags 2.0: A Tangible System for Supporting Users' Needs in the Domestic Environment
Ideating in Skills: Developing Tools for Embodied Co-Design
Substituting Color for Haptic Attributes in Conceptual Metaphors for Tangible Interaction Design
Using Tangible Smart Replicas as Controls for an Interactive Museum Exhibition
Balancing User and System Control in Shape-Changing Interfaces: a Designerly Exploration
ChillFish: A Respiration Game for Children with ADHD
Pneumatibles: Exploring Soft Robotic Actuators for the Design of User Interfaces with Pneumotactile Feedback
Penseive Box: Themes for Digital Memorialization Practices
A Flying Pantograph: Interleaving Expressivity of Human and Machine
Performance-Led Design of Computationally Generated Audio for Interactive Applications
Hulagram: Inspiring Creativity Through Human Movement
TEI 2016 Studio: Inflated Curiosity
DoDoc: a Composite Interface that Supports Reflection-in-Action
Embodying Alternate Attitudes: Design Opportunities for Physical Interfaces in Persuasive Gaming Experiences
What We Have Lost / What We Have Gained: Tangible Interactions Between Physical and Digital Bodies
Designing for the Mindbody in Technology-Mediated Music-Making
Tommy Blocks: a modern redesign of the classical children's building blocks
Bodily Sketching With Sensable Stretchables
Soft Pillows and the Near and Dear: Physical-to-Abstract Mappings with Image-Schematic Metaphors
Exploring the Potential of Realtime Haptic Feedback during Social Interactions
Exploring Bodies, Mediation and Points of View using a Robotic Avatar
Exploring 3D Printed Interaction
MuSme: A Tangible Skin Suit for Music Creation
Embodying Soft Wearables Research
Experience as an Object to Think with: from Sensing-in-action to Making-Sense of action in Full-Body Interaction Learning Environments
Comparing bare-hand-in-air Gesture and Object-in-hand Tangible User Interaction for Navigation of 3D Objects in Modeling
Tangible Scores
Designing Posture Monitoring Garments to Support Rehabilitation
Stereo Haptics: Designing Haptic Interactions using Audio Tools
Crafting Mechatronic Percussion with Everyday Materials
Storytime with Hue: An Innovative Approach to Storytelling Where Storytellers Control a Dynamic Lighting Environment
Heart Calligraphy: an Abstract Portrait Inside the Body
Developing Responsive and Interactive Environments with the ROSS Toolkit
Engagement Through Embodiment: A Case For Mindful Interaction
InfoPhys: Direct Manipulation of Information Visualisation through a Force-Feedback Pointing Device
GaussStudio: Designing Seamless Tangible Interactions on Portable Displays
miMic: The Microphone as a Pencil
Making Communication Frequency Tangible: How Green Is My Tree?
Second Workshop on Full-Body and Multisensory Experience
MOR4R: How to Create 3D Objects Using a Microwave Oven
Code Bits: An Inexpensive Tangible Computational Thinking Toolkit For K-12 Curriculum
TASK: Introducing The Interactive Audience Sensor Kit
Toward Thingy Oriented Programming: Recording Marcos With Tangibles
Exploring the Use of Shape Change in Home Appliances
MARCut: Marker-based Laser Cutting for Personal Fabrication on Existing Objects
UnicrePaint: Digital Painting through Physical Objects for Unique Creative Experiences
Grasping Cultural Context through Multisensory Interactions
Exploring SCI as Means of Interaction through the Design Case of Vacuum Cleaning
Four Stories About Feeling Close Over A Distance
Click: Using Smart Devices For Physical Collaborative Coding Education
HandyFeet: Social Bodily Play Via Split Control of a Human Puppet's Limbs
HydroMorph: Shape Changing Water Membrane for Display and Interaction
Tangible Modeling Methods for Faster Rapid Prototyping
Expressing Intent: An Exploration of Rich Interactions
Interactive Jewellery as Memory Cue: Designing a Sound Locket for Individual Reminiscence
Designing a Multi-user Interactive Simulation Using AR Glasses
MoCap Tango: Traces of Complexity
Functional Interactive Tatting: Bringing Together a Traditional Handicraft and Electronics
Tactile Band: Accessing Gaze Signals from the Sighted in Face-to-Face Communication
E-Gaze Glasses: Simulating Natural Gazes for Blind People
Inner Garden: an Augmented Sandbox Designed for Self-Reflection
A Tangible Tool for Visual Impaired Users to Learn Geometry
The Speaker's Staff: Supporting Remote Multidisciplinary Team Meetings in Hospitals
MagnetoWear: A Magnetic Wearable Device to Interact With the Smartphone to Perform Personalized Actions
Present-at-Body Self-Awareness in Equestrians: Exploring Embodied 'Feel' through Tactile Wearables
Designing Sculpting Light Systems for Information Decoration
DrawForming: An Interactive Fabrication Method for Vacuum Forming
KIP3: Robotic Companion as an External Cue to Students with ADHD

BrainstORB

Content Provider ACM Digital Library
Author Healy, Evan Frahill, Nigel Power, Rebecca Byrne, Conor
Abstract In this paper we go through the entire process we went through for our project. We talk about how artists are currently approaching the subject of going through a creative process and how we are planning on changing that. Previous works out there, which are also tackling this issue are looked at and put in relation to what we have done for our project. This helped us to see what angles people are already approaching this topic from and what results they have already come up with. Then we look at how the scenario methodology was used, where we place our concept into a scene to see how it would work in theory. Then we go further and do a real world scenario using two methods of going through the creative process, one of which uses our device the BrainstORB. The design process for this project is then explored in detail followed by the technical implementation in which we go through what technology is being used in our device. This paper then is concluded with finalizing what the BrainstORB is going to do for the creative world.
Starting Page 713
Ending Page 718
Page Count 6
File Format PDF
ISBN 9781450335829
DOI 10.1145/2839462.2872964
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2016-02-14
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Brainstorming Group Inspiration Projection Creativity Orb
Content Type Text
Resource Type Article
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