AmbiPlant - Ambient Feedback for Digital Media through Actuated Plants
暂无分享,去创建一个
André Zenner | Felix Kosmalla | Antonio Krüger | Donald Degraen | Akhmajon Makhsadov | Marc Schubhan | Kamila Mushkina
[1] Pramodita Sharma. 2012 , 2013, Les 25 ans de l’OMC: Une rétrospective en photos.
[2] Sungkil Lee,et al. Saliency-Driven Tactile Effect Authoring for Real-Time Visuotactile Feedback , 2012, EuroHaptics.
[3] E. Williams. Experimental Designs Balanced for the Estimation of Residual Effects of Treatments , 1949 .
[4] Desney S. Tan,et al. With similar visual angles, larger displays improve spatial performance , 2003, CHI '03.
[5] Oskar Juhlin,et al. Plant-computer interaction, beauty and dissemination , 2016, ACI.
[6] Antonio Krüger,et al. Overgrown: Supporting Plant Growth with an Endoskeleton for Ambient Notifications , 2019, CHI Extended Abstracts.
[7] Ivan Elhart,et al. Plantxel: Towards a Plant-based Controllable Display , 2018, PerDis.
[8] Adrian David Cheok,et al. BioMedia for Entertainment , 2008, ICEC.
[9] Samuel B. Williams,et al. ASSOCIATION FOR COMPUTING MACHINERY , 2000 .
[10] Antonio Krüger,et al. ambiPad: enriching mobile digital media with ambient feedback , 2014, MobileHCI '14.
[11] Todd Ingalls,et al. Biological HCI: Towards Integrative Interfaces Between People, Computer, and Biological Materials , 2018, CHI Extended Abstracts.
[12] Harpreet Sareen,et al. Cyborg Botany: Exploring In-Planta Cybernetic Systems for Interaction , 2019, CHI Extended Abstracts.
[13] Sujin Lee,et al. How 4D effects cause different types of presence experience? , 2011, VRCAI '11.
[14] W. IJsselsteijn. Presence in the past : what can we learn from media history? , 2003 .
[15] Eduardo E. Veas,et al. BioIoT: Communicating Sensory Information of a Coffee Machine Using a Nature Metaphor , 2017, CHI Extended Abstracts.
[16] Kumiko Kushiyama,et al. Prototyping of ambient media using shameplants , 2019, PerDis.
[17] Masahiko Inami,et al. flona: Development of an Interface That Implements Lifelike Behaviors to a Plant , 2012, Advances in Computer Entertainment.
[18] A. Weffers-Albu,et al. Immersive TV viewing with advanced Ambilight , 2011, 2011 IEEE International Conference on Consumer Electronics (ICCE).
[19] Stephen A. Brewster,et al. Multi-moji: Combining Thermal, Vibrotactile & Visual Stimuli to Expand the Affective Range of Feedback , 2017, CHI.
[20] Christian Timmerer,et al. Investigating the impact of sensory effects on the Quality of Experience and emotional response in web videos , 2012, 2012 Fourth International Workshop on Quality of Multimedia Experience.
[21] Adrian David Cheok,et al. Empathetic living media , 2008, DIS '08.
[22] Mark Matthews,et al. Biogotchi!: An Exploration of Plant-Based Information Displays , 2015, CHI Extended Abstracts.
[23] Wei Peng,et al. Effects of screen size, viewing angle, and players' immersion tendencies on game experience , 2012, Comput. Hum. Behav..
[24] Hiroya Tanaka,et al. I/O plant: a tool kit for designing augmented human-plant interactions , 2007, CHI Extended Abstracts.
[25] Eyal Ofek,et al. IllumiRoom: peripheral projected illusions for interactive experiences , 2013, SIGGRAPH '13.
[26] M. Mateas,et al. Office Plant #1: Intimate Space and Contemplative Entertainment , 2017 .