Classification of direct optical signal inputs by Ag2S island network reservoir

Abstract: Abstract We have reported that a physical reservoir with a silver sulfide island network can classify simple patterns of an irradiated light without converting it to a voltage signal input. In this study, we conducted experiments to verify whether the detection of dynamical change in an irradiating light, e.g., moving in a reservoir layer, can be available. We also investigated the possibility that the reservoir could detect a position of light exposure, in addition to the dependence on the wavelength and the exposure time. The technique was applied to a task of whether character-shaped light patterns could be recognized even if the irradiated position was changed.


Improvements to adversarial training for text classification tasks

Abstract: Although deep learning models show powerful performance, they are still easily deceived by adversarial samples. Some methods for generating adversarial samples have the drawback of high time loss, which is problematic for adversarial training, and the existing adversarial training methods are difficult to adapt to the dynamic nature of the model, so it is still challenging to study an efficient adversarial training method. In this paper, we propose an adversarial training method, the core of which is the improved adversarial sample generation method AGFAT for adversarial training and the improved dynamic adversarial training method AGFAT-DAT. AGFAT uses a word frequency-based approach to identify significant words, filter replacement candidates, and use an efficient semantic constraint module as a means to reduce the time of adversarial sample generation; AGFAT-DAT is a dynamic adversarial training approach that uses a cyclic attack on the model after adversarial training and generates adversarial samples for adversarial training again. It is demonstrated that the proposed method can significantly reduce the generation time of adversarial samples, and the adversarial-trained model can also effectively defend against other types of word-level adversarial attacks.


AVID: A speech database for machine learning studies on vocal intensity

Abstract: Vocal intensity, which is quantified typically with the sound pressure level (SPL), is a key feature of speech. To measure SPL from speech recordings, a standard calibration tone (with a reference SPL of 94 dB or 114 dB) needs to be recorded together with speech. However, most of the popular databases that are used in areas such as speech and speaker recognition have been recorded without calibration information by expressing speech on arbitrary amplitude scales. Therefore, information about vocal intensity of the recorded speech, including SPL, is lost. In the current study, we introduce a new open and calibrated speech/electroglottography (EGG) database named Aalto Vocal Intensity Database (AVID). AVID includes speech and EGG produced by 50 speakers (25 males, 25 females) who varied their vocal intensity in four categories (soft, normal, loud and very loud). Recordings were conducted using a constant mouth-to-microphone distance and by recording a calibration tone. The speech data was labelled sentence-wise using a total of 19 labels that support the utilisation of the data in machine learing (ML) -based studies of vocal intensity based on supervised learning. In order to demonstrate how the AVID data can be used to study vocal intensity, we investigated one multi-class classification task (classification of speech into soft, normal, loud and very loud intensity classes) and one regression task (prediction of SPL of speech). In both tasks, we deliberately warped the level of the input speech by normalising the signal to have its maximum amplitude equal to 1.0, that is, we simulated a scenario that is prevalent in current speech databases. The results show that using the spectrogram feature with the support vector machine classifier gave an accuracy of 82% in the multi-class classification of the vocal intensity category. In the prediction of SPL, using the spectrogram feature with the support vector regressor gave an mean absolute error of about 2 dB and a coefficient of determination of 92%. We welcome researchers interested in classification and regression problems to utilise AVID in the study of vocal intensity, and we hope that the current results could serve as baselines for future ML studies on the topic.


Single image super-resolution based on Bendlets analysis and structural dictionary learning

Abstract: High-resolution biological tissue slice images provide opportunities for more precise observation and analysis of histopathological features. These images typically consist of enclosed contours, and Bendlets transform is an effective means to approximate such structures. In this study, we leverage Bendlet transform to incorporate multi-level image data, thereby establishing a multi-scale pyramid feature set. This approach aids in achieving a sparser representation of image textures and structures. We apply Bendlets transform to extract multi-frequency wavelet subband features and formulate structured dictionaries for both high and low resolutions based on these features. After creating these dictionaries, we compute sparse representation coefficients using the low-resolution dictionary and subsequently integrate them with the high-resolution dictionary to generate high-resolution subbands. Ultimately, through the process of inverse wavelet transformation, we completed the reconstruction of high-resolution images. This method not only significantly enhances the restoration of image details and clarity but also effectively preserves the overall structural characteristics of the original images.


Color crosstalk compensation method for color phase-shifting fringe projection profilometry based on phase correction matrix

Abstract: Color phase-shifting fringe projection profilometry is one of the single-shot three-dimensional shape measurement techniques. The color crosstalk of the projector-camera system yields undesired phase errors when using phase-shifting method. In this paper, a color crosstalk compensation method based on phase correction matrix is proposed. In this method, the phase correction matrix is established to compensate the deviations between the actual phase-shift values in the acquired fringes and the standard ones in the ideal fringes. Only two fringe patterns are utilized to obtain the phase correction matrix. The quadratic equations for calculating the actual phase-shift values of the fringes in the three color channels are derived. The actual phase-shift values and the corresponding standard ones are employed to form the equilibrium equations for computing the phase correction coefficients in the matrix. Experimental results demonstrate the feasibility of the proposed method and it can effectively reduce the induced overall phase error caused by the color crosstalk.


RANGO: A Novel Deep Learning Approach to Detect Drones Disguising from Video Surveillance Systems

Abstract: Video surveillance systems provide means to detect the presence of potentially malicious drones in the surroundings of critical infrastructures. In particular, these systems collect images and feed them to a deep-learning classifier able to detect the presence of a drone in the input image. However, current classifiers are not efficient in identifying drones that disguise themselves with the image background, e.g., hiding in front of a tree. Furthermore, video-based detection systems heavily rely on the image’s brightness, where darkness imposes significant challenges in detecting drones. Both these phenomena increase the possibilities for attackers to get close to critical infrastructures without being spotted and hence be able to gather sensitive information or cause physical damages, possibly leading to safety threats. In this article, we propose RANGO, a drone detection arithmetic able to detect drones in challenging images where the target is difficult to distinguish from the background. RANGO is based on a deep learning architecture that exploits a Preconditioning Operation (PREP) that highlights the target by the difference between the target gradient and the background gradient. The idea is to highlight features that will be useful for classification. After PREP, RANGO uses multiple convolution kernels to make the final decision on the presence of the drone. We test RANGO on a drone image dataset composed of multiple already-existing datasets to which we add samples of birds and planes. We then compare RANGO with multiple currently existing approaches to show its superiority. When tested on images with disguising drones, RANGO attains an increase of 6.6% mean Average Precision (mAP) compared to YOLOv5 solution. When tested on the conventional dataset, RANGO improves the mAP by approximately 2.2%, thus confirming its effectiveness also in the general scenario.


Multimodal consistency-specificity fusion based on information bottleneck for sentiment analysis

Abstract: Sentiment analysis, a subtask of affective computing, endows machines with the ability to sense and comprehend emotions. Recently, research attention has shifted from traditional isolated modality to ubiquitous multi-modalities, requiring to model the complex relationships between modalities and extract the task-relevant information. However, current methods only focus on modality consistency neglecting the complementary relationship and specificity information within each modality. Furthermore, most studies regard multimodal fusion as a mere process of information integration without considering the control of information flow. We propose a variational model that explicitly decomposes unimodal representations into two types, capturing consistency and specificity information, respectively. Following the information bottleneck principle, the implementation optimizes the fusion representation by maximizing its mutual information with consistency and specificity representations while minimizing mutual information with raw inputs. With information integrity constraints and task label supervision, the fusion representation preserves task-relevant information and discards irrelevant noise. Finally, quantitative and qualitative experiments on two benchmark datasets show that our method achieves competitive performance compared to recent baselines, for multimodal sentiment analysis.


DRC: Chromatic aberration intensity priors for underwater image enhancement

Abstract: Underwater imaging technology is a crucial tool for monitoring marine flora and fauna. However, selective light absorption and scattering properties of water make underwater imagery frequently appear blurred and exhibit color biases, hindering the extraction of vital aquacultural insights. To address this challenge, we propose a method, namely DRC, which is a holistic approach to enhancing underwater image clarity and color fidelity. This method comprises three integral components: D-procedure, R-procedure, and C-procedure. The D-procedure intricately accounts for the trichromatic underwater attenuation dynamics, formulating a chromatic aberration intensity prior. This prior counters the disparities in degradation levels seen in conventional single-channel prior depth estimations, achieving a dynamic depth representation approaching binocular image precision. The R-procedure, utilizing an adaptive dark-pixel prior, pinpoints corresponding points across varied depth zones to counteract backscattering, thereby mitigating the image's hazy appearance. The C-procedure bolsters image luminance and color fidelity through opponent channel rectification and amalgamates pronounced image contrasts and intricate details via Gaussian pyramid fusion. The method was tested on several publicly available datasets and compared with nine popular underwater image enhancement techniques. Both subjective and objective assessments underscore the superiority of our DRC method over existing underwater image enhancement techniques.


Adaptive knowledge distillation and integration for weakly supervised referring expression comprehension

Abstract: Weakly supervised referring expression comprehension (REC) aims to ground target objects in images according to given referring expressions, while the mappings between image regions and referring expressions are unavailable during the model training phase. Existing models typically reconstruct the multimodal relationships to ground targets by utilizing off-the-shelf information, and ignore to further exploit helpful knowledge to enhance the model performance. To address this issue, we propose an adaptive knowledge distillation architecture to enrich the predominant pattern of weakly supervised REC and transfer the target-aware and interaction-aware knowledge from a pre-trained teacher grounder to enhance the grounding performance of the student model. Specifically, in order to encourage the teacher to impart more reliable knowledge, we present a Knowledge Confidence-Based Adaptive Temperature (KCAT) learning approach to learn optimal temperatures to transfer the target-aware and interaction-aware knowledge with higher prediction confidence. Moreover, to urge the student to absorb more helpful knowledge, we introduce a Student Competency-Based Adaptive Weight (SCAW) learning strategy to dynamically integrate the distilled target-aware and interaction-aware knowledge to enhance the student's grounding certainty. We conduct extensive experiments on three benchmark datasets, RefCOCO, RefCOCO+, and RefCOCOg, to validate the proposed approach. Experimental results demonstrate that our approach achieves superior performance over state-of-the-art methods with the aid of adaptive knowledge distillation and integration. The code and trained models are available at: https://github.com/dami23/WREC_AdaptiveKD.


MFQS: Multichannel Floating-Point Quantum Representation of Digital Signals

Abstract: A novel multichannel floating-point quantum representation of digital signals (or simply MFQS) is proposed in this paper. The MFQS model uses three entangled qubit sequences where real amplitude values, channel, and position can be stored. The amplitude is represented by a (p + q)-bit floating-point number based on the Institute of Electrical and Electronics Engineers (IEEE-754) standard, including one sign qubit, p qubits exponent, and q − 1 qubits mantissa. We present two MFQS models including 1D signals (MFQS1 model) and 2D signals (MFQS2 model), and give the model preparation procedure and the corresponding complexity analysis. In addition, the MFQS model provides some operations, including signal merging, addition, reversal, and channel merging, swap, and reversal. Then, we design the quantum circuits that manipulate these basic operations, which provide the necessary building blocks for future applications of quantum signal processing. Compared to available quantum signal representations, the proposed MFQS provides highly accurate predictions in many real-world scenarios.


Sampling Cardinality-Based Feature Models

Abstract: The goal of sample-based testing of variant-rich software systems is to reduce usually very large configuration spaces to significantly smaller, yet still representative subsets of configurations to be tested for quality assurance. Recent sampling techniques and tools are restricted to finite-dimensional, Boolean configuration spaces specified by a feature model. However, in many modern application domains like cloud computing and cyber-physical systems, customers not only decide about the presence or absence of features in a configuration but also about the multiplicity (number of instances) of configurable resources. Cardinality-based feature models extend Boolean feature models by cardinality annotations and respective constraints to enable multiple, and even potentially a-priori unbounded, copies of features and their respective sub-trees. The resulting infinite and inherently non-convex configuration spaces are no longer tractable by established sampling criteria and corresponding sampling algorithms for Boolean feature models like pairwise feature interaction coverage. In this paper, we first revisit the subtleties of the configuration semantics of cardinality-based feature models. We propose novel sampling criteria explicitly taking multiplicity of feature selections into account. Finally, we present evaluation results gained from applying our tool implementation to a collection of example models, showing applicability of the proposed approach.


From Decision Models To User-Guiding Configurators Using SMT

Abstract: As decision models for the correct derivation of customizable products grow ever more complex, user-facing configurators are developed to manage this complexity by emulating the models as closely as possible. By design, decision models closely resemble the structures of configurators. Therefore, a classical configurator that implements a decision model often copies the model's (linear) ordering of decisions. To enable users to jump into arbitrary points of a decision model, non-linear analysis is necessary. We present a novel way of automatically encoding a complex decision model into Satisfiability Modulo Theories (SMT) formulas, which are then solved by an SMT solver. Users interact with a configurator front-end, which internally calls an incremental SMT solver that returns open choices. In this paper, we present the architecture of our framework, introduce a general direct SMT encoding of decision models, and illustrate with a small case study the potential of our approach for product configuration and reconfiguration. Our approach successfully converts a legacy ordered decision model from an industrial application into a fully interactive configurator.


UnWise: High T-Wise Coverage from Uniform Sampling

Abstract: Configuration spaces of industrial product lines are typically too large to be tested exhaustively. Therefore, testing in practice is often carried out on samples, sets of configurations which satisfy the requirements of the testing scenario. For t-wise sampling, the objective is to cover all t-wise interactions between configurable options with as few configurations as possible. However, a trade-off needs to be made between t, sampling time, sample size, and achieved coverage. In addition, it is infeasible for larger systems to even compute the set of all 2-wise interactions in practicable time. In this work, we reevaluate the performance of uniform samplers in terms of 2-wise coverage and come to a more positive result than previous research. We also present completion and reduction algorithms that greatly improve said performance. As a baseline for comparison, we additionally evaluate the two state-of-the-art dedicated t-wise samplers Baital and YASA. In doing so, we are the first to evaluate and compare these samplers on a large set of industrial feature models.


Partial Proofs to Optimize Deductive Verification of Feature-Oriented Software Product Lines

Abstract: Software product lines (SPLs) are a technique to efficiently develop families of software products. Code is implemented in functional features which are composed to individual software variants. SPLs are oftentimes used in safety-critical systems, which is why functional correctness is more important than ever. As an advanced approach, deductive verification offers the possibility to verify the behaviour of software against a formal specification. When deductive verification is applied for SPLs, it meets the challenges of an SPLs variability. Since most verification approaches do not scale for variant-rich product lines, we take up existing approaches of reuse of proof parts to develop our concept of partial proofs. We split proofs into a feature-specific and a product-specific part. The feature-specific part is only proven once for all products enabling advanced proof reuse. We implement our concept of partial proofs in the tool VarCorC and evaluate it on three case studies. We found that both the number of proof steps and the verification time can be reduced by using partial proofs. Further, we determine a trend of increasing improvements of verification costs for large-scale SPLs.


Kfeature: Rendering the Kconfig System into Feature Models

Abstract: Kconfig is a prominent configuration system that helps manage variability of software such as the Linux kernel. To make such software accessible to feature-oriented analysis, it is desirable to transform Kconfig into equivalent feature models. In this paper, we address the problem that existing transformations do either not cover an essential part of the Kconfig language constructs, or fail to produce human-readable feature models. We address both limitations by drawing up practical guidelines for the transformation, and enable feature-oriented analysis in terms of Kfeature as a tool interface of the FeatureIDE framework. To evaluate the semantic equivalence, we apply Kfeature to synthesized variability definitions.


Managing Customizable User Interface for Web Application Product Lines using Delta Modeling

Abstract: In web application development, engineers must implement the User Interface (UI) using diverse implementation artifacts such as HTML, CSS, and JavaScript. Employing a Model-Driven Engineering (MDE) for developing UI may reduce the development effort by automatically generating these artifacts. Additionally, we can combine an MDE approach with Software Product Line (SPL) concepts to model and generate UI variants automatically. However, UI development is a complex and multi-faceted problem. The UI must satisfy the customer preferences for various aspects (e.g., coloring scheme, choice of UI elements, and layouts) while also having a good usability level. Purely generated UI is often unable to comply with these requirements and thus forces the engineers to develop the UI manually instead. In this paper, we proposed an approach for managing customizable UI variants in the context of a web application product line. Our approach uses Interaction Flow Modeling Language (IFML) to model web application UI. Additionally, we define a delta modeling extension for IFML to support modeling UI variants. We implement a tool support that allows engineers to use our approach for modeling and generating UI variants. The tool support also provides a mechanism for UI customization based on developing a set of interchangeable interface styles. We evaluated the feasibility of our approach by applying it to three case studies and conducted a questionnaire survey to assess the usability of the generated UI variants. Our evaluation results show that our approach can be a good starting point to manage UI variants with good usability.


Incremental Identification of T-Wise Feature Interactions

Abstract: Developers of configurable software use the concept of selecting and deselecting features to create different variants of a software product. In this context, one of the most challenging aspects is to identify unwanted interactions between those features. Due to the combinatorial explosion of the number of potentially interacting features, it is currently an open question how to systematically identify a particular feature interaction that causes a specific fault in a set of software products. In this paper, we propose an incremental approach to identify such t-wise feature interactions based on testing additional configurations in a black-box setting. We present the algorithm Inciident, which generates and selects new configurations based on a divide-and-conquer strategy to efficiently identify the feature interaction with a preferably minimal number of configurations. We evaluate our approach by considering simulated and real interactions of different sizes for 48 real-world feature models. Our results show that on average, Inciident requires 80 % less configurations to identify an interaction than using randomly selected configurations.


Explaining Edits to Variability Annotations in Evolving Software Product Lines

Abstract: Software is subject to changes and revisions during its development life cycle. For configurable software systems, changes may be made to functionality of source code as well as variability information such as code-to-feature mappings. To explain how code-to-feature mappings change in edits made to configurable software, we relate the mappings before and after an edit in terms of the sets of variants they denote. We prove our explanations to be complete and unambiguous, meaning that every pair of code-to-feature mappings is explained in terms of exactly one relation. Based on a graph formalism, we provide an algorithm for fast detection of relations during commits to version control. In an initial study, we detect relations between feature annotations in 42 real-world software product-line repositories to better understand typical changes in the evolution of configurable software. We demonstrate that our formalism can be automated and that analyzing a commit requires only 135 ms on average.


A Practitioners Perspective on Addressing Cyber Security and Variability Challenges in Modern Automotive Systems

Abstract: Modern cars are becoming increasingly software-driven and interconnected, including new innovative functions, such as over-the-air updates. Such functions are typically based on configurable features, making adequate variability management essential. However, the growing system complexity based on connectivity and variability leads to various risks in the context of cyber security. As a result, legal regulations, such as UNECE No. 155, are constantly being developed, involving guidelines to handle security-critical components within automotive electrics/electronics architectures. In this paper, an overview of current cyber-security challenges in the automotive domain is provided, focusing on their impacts on variability management. We share insights regarding the level of cyber-security relevance, connectivity, regulations, and software maintenance. Additionally, we propose seven practice-oriented strategies tailored to address these challenges, based on our expertise, with the goal of handling variability and increasing software quality. With our findings, we aim to guide researchers and practitioners dealing with the complexities of cyber security and variability in both the automotive and other cyber-physical domains.


Variability in data transformation: towards data migration product lines

Abstract: Software evolution often requires data management and more concretely data migration. Data migration follows an ETL process: extracting (E) data from a source, transforming (T) the data depending on migration needs, and loading (L) the data in a target data storage. Data migration projects are recognised to be complex and challenging to manage, which can lead to resource loss and planning delays. Among the reasons for data migration project failure is the lack of systematic artifact reuse (e.g., transformation script) in the data migration process. Every new data migration project is often developed from scratch. Software product line (SPL) engineering has been applied in many different domains to systematically reuse artifacts (e.g., code platforms, test cases) in software development processes and there are many positive experiences when applying SPL to reduce cost and time. In this paper, we present an approach using SPL techniques for data migration projects, concretely, in the data transformation stage. Our solution facilitates the automated creation of scripts that can be reused in different data migration projects. The feasibility of the proposal is validated in the domain of web information systems modernization. The validation shows how various migration scripts can be created to transform data between different content management systems. With this work, new opportunities are opened for studying the synergies of SPL and data migration. To the best of our knowledge, this is the first proposal that uses a complete stack of SPL that materializes the reuse of artifacts for data migration.


Grammars for Feature Models

Abstract: Applications for feature models, such as sampling, usually involve exploring a decision structure to systematically generate product configurations. This decision structure is often learned implicitly, using SAT solvers, or explicitly by describing it in the form of a binary decision diagram. Another structure, context-free grammars, have only been discussed for constraint-free feature models. We outline two algorithms that allow the transformation of feature models into context-free grammars and argue that, though those initial algorithms do not perform well, context-free grammars show promising potential for optimizations.


How Easy is SAT-Based Analysis of a Feature Model?

Abstract: With feature-model analyses, stakeholders can improve their understanding of complex configuration spaces. Computationally, these analyses are typically reduced to solving satisfiability problems. While this has been found to perform reasonably well on many models, estimating the efficiency of a given analysis on a given model is still difficult. We argue that such estimates are necessary due to the heterogeneity of feature models. We discuss inherently influential factors and suggest potential algorithmic solutions.


Vulnerably (Mis)Configured? Exploring 10 Years of Developers' Q&As on Stack Overflow

Abstract: The increasing number of attacks exploiting system vulnerabilities in recent years underpins the growing importance of security; especially for software comprising configuration options that may cause unintended vulnerabilities. So, not surprisingly, developers discuss secure software configurations extensively, for instance, via community-question-answering systems like Stack Overflow. In this exploratory study, we analyzed 651 Stack Overflow posts from 2013 until 2022 to investigate what vulnerabilities in the context of configuring software developers discuss. We employed a manual data analysis and automated topic modeling using Latent Dirichlet Allocation to identify and classify relevant topics and contexts. Our results show that vulnerabilities in the context of configuring receive more and more interest, with most posts discussing issues related to faulty security configurations and dependencies causing vulnerabilities that could be or have actually been exploited. Overall, we contribute insights into configuration and security issues that developers experience in the real world. Such insights help researchers and practitioners understand and resolve these issues, thereby guiding future improvements.


On Configuration Sequences in Feature Models

Abstract: Feature models are the de-facto standard in product line engineering to capture the commonalities and variability of systems. However, feature models provide little user guidance during configuration and are unable to represent configuration sequences. A configuration sequence refers to the specific order and combination of features that can be selected when configuring a product line. While mechanisms, such as staged configuration and configuration workflows, exist, we argue that the effort to implement these mechanisms does not pay off for small feature models. This paper motivates the use of configuration sequences for feature models to support better user guidance even for a single feature model. We highlight the need for such user guidance and configuration sequences with a real-world use case.


Quantum secure ranking based on quantum walks

Abstract: Abstract We propose a quantum secure multiparty multidata ranking (QSMMR) protocol based on quantum walks. Our protocol improves the traditional anonymous ranking protocol to secure ranking, where we ensure the confidentiality of the data. A quantum anonymous ranking protocol exposes all participants’ data, which is not ideal for practical scenarios such as personal wealth and health indexes. Hence, we propose the first quantum secure ranking protocol with semi-honest TP, that generates ranking for multiple data of multiple participants by keeping data completely secure. We use quantum resources to assign a random address to all participants, to perform comparison, and for the eavesdropper detection. Finally, we analyze and prove the security of the protocol.


Spectral mixture analysis of intimate mixtures for lithological mapping

Abstract: Spectral mixing is frequently encountered in remotely sensed images while imaging heterogeneous surfaces. Spectral mixing occurs at the macroscopic level due to the sensor's low spatial resolution or multiple reflections from materials received by the sensor. Due to the mixing effect, retrieving the information of spectral endmembers becomes complicated. In this study, two different unmixing methods: (i) linear mixing models (LMM) and (ii) the Hapke nonlinear mixing model, were used to quantitatively estimate the fractional abundance of various rock types that will be helpful in remotely mapping the mineral prospects. Three types of constraints using the least square approach were applied independently to LMM and Hapke models, namely FCLS (sum to unity and nonnegativity constrained), NNLS (nonnegativity constrained), and UCLS (unconstrained). AVIRIS-NG (Airborne Visible and InfraRed Imaging Spectrometer-Next Generation) and ASTER (Advanced Spaceborne Thermal Emission and Reflection Radiometer) images from the Sittampundi anorthosite complex (SAC) were utilised for the spectral mixture analysis. Few studies are available on the anorthosite rocks of Sittampundi as an analogue to the Lunar anorthosite. The study area is known for its chromite deposits occurring in pyroxenite rocks. Therefore, in the present study, endmembers considered are anorthosite and pyroxenite/metagabbro. The moderately dense vegetation cover of the study area obscures the detection of rock outcrops on the surface. The study area exhibits nonlinear spectral mixing effects due to the vegetation cover. Hence apart from the two rock endmembers, vegetation is also considered as an endmembers in spectral mixture analysis. The results show a high fractional abundance of vegetation and anorthosite throughout the study region, with the pyroxenite/metagabbro mainly concentrated over the western and eastern regions. The Hapke model shows more accurate results than LMM on the AVIRIS-NG image. The Hapke model outperforms LMM in accurately retrieving the fractional abundance of endmembers due to the nonlinear spectral mixing effects caused by vegetation. Additionally, the constrained least squares methods, i.e., FCLS and NNLS, performed better than UCLS in linear and nonlinear mixing models, resulting in accurate and reliable abundance maps. AVIRIS-NG outperformed the ASTER images in fractional abundance mapping of endmembers, highlighting the importance of utilising higher spatial and spectral resolution data for more reliable land cover and lithology mapping. Overall, this study demonstrates the potential of spectral mixture analysis in identifying geologic outcrops in vegetation-covered regions. Hence, the methodology presented in this study benefits the lithological mapping of vegetation-covered regions and has wide applications in quantitatively assessing the lithology of mineral prospects.


Crafting Electronic Textiles as a Participatory Design Material for Slowing Down

Abstract: To counteract the fast-paced and efficiency-driven nature of technological development, Slow Technology philosophy calls for designing technology for reflection and mental rest. However, its focus lies mainly on interaction with artifacts on the user side. There is a lack of understanding of how applying this philosophy can influence designers and shape design processes. The goal of my PhD is to investigate notions of slowing down within participatory design processes through the lens of handcrafting with e-textiles, to uncover alternative design strategies for envisioning future technologies. To achieve this, I will probe slowing-down properties of crafts like state of flow, rhythm, and repetitiveness that have a peaceful and relaxing effect. I will apply these qualities to participatory design processes, allowing time for creativity, reflection, and diverse paths of participation. My findings will provide an understanding of how temporal affordances of e-textiles can shape PD processes, and offer strategies to facilitate and document slow design processes.


Tensions and Resolutions in Hybrid Basketry: Joining 3D Printing and Handweaving

Abstract: By documenting and annotating one author's ongoing project combining 3D printing and handweaving to produce computational hybrid baskets, we contribute a framework for understanding hybrid craft. We identify three levels of material practice as observed in the basketry project—physical joinery between rigid printed-plastic parts and soft textiles, seamful multipart fabrication workflows, and aesthetics which negotiate between "basketlike" and "computational" forms—and analyze tensions and possible resolutions at each level.


DataChest: a Constructive Data Physicalization Toolkit

Abstract: Increasingly individuals use devices, diaries, or applications to track aspects of their lives. Visualizing diverse sets of data and exploring their relationships poses challenges when data is fragmented across different devices or sources. Constructive Physicalization offers an alternative approach by creating visualizations using tangible tokens, allowing for greater expressive freedom and a new visual mapping process. To address this, we developed DataChest. DataChest functions as a constructive data physicalization toolkit for self-tracking, enabling users to visualize and make sense of their data. Comprising of 1057 3D-printed components, including trays, tokens, and a guidebook. DataChest can be used to explore how individuals engage with their self-tracking data and gain insights into the effectiveness of different visualization approaches. Additionally, we introduce users to the toolkit by showcasing various data types and visualization expertise levels, reflecting different levels of toolkit complexity. Our insights are relevant for the development of constructive data physicalization toolkits.


Electronic Embedded Lace: A Sampler of Functional Interactive Tatting Techniques and Circuits

Abstract: This paper presents an e-textile sampler of techniques embedding conductive thread and conventional electronic components in tatting lace. It has been proven that wires and connections to components can be made with the tatting structure of half-hitch knots around a foundational core thread. Structures for making components such as sensors entirely out of tatted lace made with conductive and insulating threads are proposed. Lace e-textiles are presented as appending existing garments with an embedded fabric to add functionality rather than replacement, providing opportunities for soft, deformable open lace structure textile interactions. At the event, the author aims to connect global lacemaking traditions and solicit contributions from the integrated textile community by demonstrating the tatting technique and samples of work.


A Phenomenological Approach to Enhancing Mixed Reality User Adoption for Improved Data Interpretation and Visualization in Digital Twin Environments

Abstract: The ever-increasing availability, use and convergence of data, in the context of industry, means a holistic approach to understanding its potential and possible limitations is required to unlock greater insights and productivity. The objective of my proposed research is to investigate an individual user's experience when presented with visualized data through mixed reality (MR) as the chosen modality. More specifically, data from industrial contexts i.e., manufacturing process data, systems data, energy data, etc. Thus, an immersive digital twin (DT) through a holographic medium and user interface. The incorporation of neurophenomenology in the methodology with observations on objective neural processes as well as phenomenological methods can create a multi-layered approach which will enable the analysis of user experiences from subjective, behavioral, and neurological perspectives. It explores whether the experiential feedback impacts the user positively or negatively and whether that transition from conventional 2-dimensional (2D) monitor interface to immersive 3D holograms have a significant impact on the human user due to this modality change with MR offering visuospatial context.


Hand Thought: Craft-oriented hybrid analogue/digital practice and a Digital Craft Ethos

Abstract: Exploring the boundaries/edges of analogue and digital making practices, Hand Thought is a hybrid making research project that originated from an ongoing interest in investigating the aesthetic opportunities that digital design and production technologies holds for the craftsperson. Alongside this motivation this project seeks to explore and demonstrate how a disruptive craft-based approach to engaging with digital making tools can act as a stimulus to reconsider the relationship between hand and machine, and our wider relationship with technologies and how we assess their role and value.


Are Conferences Sus?: Fostering Conversations on the Sustainability of HCI Conferences Through Data Physicalization

Abstract: Against the backdrop of a climate crisis, HCI researchers and designers are reflecting upon, reconsidering, and re-imagining the work that we do through the lens of sustainability. In this Studio, we propose to adopt this critical perspective to Sustainable HCI through an examination and reflection on the environmental impact of research conferences. Our Studio builds upon our prior work that explored sustainable methods and toolkits for facilitating data physicalization workshops. We apply the tools and strategies developed through this prior work within a Studio in which participants are facilitated to engage with, reflect upon, and create with data relating to the sustainability of HCI conferences such as Tangible, Embedded and Embodied Interaction (TEI). Through the creation of data artefacts that can be displayed, worn, or shared throughout the conference beyond the Studio, we aim to spark wider conversations about the environmental sustainability of TEI2024, as well as HCI conferences more generally.


Hybrid Crochet: Exploring Integrating Digitally-Fabricated and Electronic Materials with Crochet

Abstract: Human-computer interaction research with yarn-based crafts has concentrated on those that can be done by machine, like knitting and weaving. Crochet, on the other hand, has received little attention in HCI, because it cannot be automated. We explore integrating both electronics and digitally-fabricated materials—like 3D prints—into handcrafted crochet objects. We use 3D printed structures to guide crochet stitches by constraining stitch sizes and placement, and infill patterns to change the works' form, stiffness, and appearance. We also explore printed ring structures that bridge soft crochet and hard electronics, and whether different conductors can be crocheted. We demonstrate combining these primitives to build crocheted input devices like buttons and an interactive octopus. Our techniques can help crafters design and create interactive crochet objects.


Knitting Interactive Spaces: Fabricating Data Physicalizations of Local Community Visitors with Circular Knitting Machines

Abstract: Innovations in digital fabrication technologies are increasingly enabling artists and designers to create data physicalizations in real time. In this paper, we discuss how we adapted a circular knitting machine to physicalize visitors at a local art gallery during the pandemic recovery year. To evaluate this year-long installation, we conducted design critiques with 15 individuals including those who worked in the building and lived alongside it for a year, as well as subject matter experts. We then iteratively worked with 11 of those individuals to gain insights for re-deploying the visualization for interpretation. Overall, this paper contributes long-term reflections and recommendations for using digital fabrication for real-time data physicalizations.


Feeling Data through Movement: Designing Somatic Data Experiences with Dancers

Abstract: The proliferation of data throughout society has produced an increased interest in novel ways to represent information to provide new insights, re-humanize data, or allow broader participation. Many novel data representations allow people to physically interact with information by picking up, touching, and manipulating artefacts that encode data through their material properties. In this paper, we draw on the arts to explore how we might design for deeper physical engagement with data. How can we feel data through movements, instead of through objects? We examine nine instructional movement sequences created by five dancers as part of a larger workshop on data and dance. Our findings shed light on promising design strategies for somatically-focused data representations including observations on the relational, layered, and emotionally engaged approaches taken by dancers. We also reflect on these approaches in relation to soma design and identify areas for future work in "data somatics."


Towards a Minimalist Embodied Sketching Toolkit for Wearable Design for Motor Learning

Abstract: Inspired by the strong concept of Intercorporeal Biofeedback, here we present the design and development of a minimalist embodied sketching toolkit for designing wearables for motor learning. The toolkit includes technology probes featuring minimalist wearable digital units that support hands-on explorations and the design of potential future interactions driven by movement with multisensory feedback. These units are self-contained and generate audiovisual or vibrotactile patterns in response to body inputs such as movement, spatial orientation, and touch. Here, we present and characterise the toolkit, together with its theoretical and empirical grounding and the design values driving the design process. The toolkit can be useful for those interested in an embodied design approach to designing wearables in general, and specifically for those targeting movement, such as in motor learning application domains. It can complement and be used with other assorted non-digital objects during Embodied Sketching sessions, like bodystorming.


Remote, but Tangible: Activities for Grandparents and Grandchildren across Physical Spaces

Abstract: Being together virtually has become an alternative for many people, who cannot meet physically. In relationships among grandparents and grandchildren, for instance, online meetings have become an appreciated means to connect when meeting face-to-face is not, or not often enough, an option. However, although a variety of technologies exist to do so, they rarely take into account the physical space that they are situated within, i.e., the physical surroundings of the conversation partners. In the work presented in this paper we experimented with bridging distant physical spaces in playful ways. We designed four instances of intergenerational online meetings, and explored their experiential qualities in a workshop with grandparents and grandchildren. We found that the surrounding space indeed provided rich opportunities to facilitate joint tangible activities and experiences rather than being an unnoticed background. In this work in progress, we discuss how these spaces might be considered heterotopia, which invite free play and immersing together in the activities alike, and which seem to be promising to be explored further.


Feu Autonome Type 189: Untitled, One Dimensional Generative, Reconstructed, Found Object

Abstract: This piece of art / research / prototype work explores the simplicity of randomness embodied in a simple everyday piece of industrial equipment. A piece of 1960s industrial cast off that was abandoned and found buried in a forest in Belgium, broken in fragments and reconstructed this work is an assemblage of heritages - combining Japanese Kintusgi, electronics and modern generative sensibility.


Embodied Interaction Design: A Storytelling City Installation

Abstract: Embodied interaction is a significant direction within the realm of interaction design. Interaction design does not only enhance efficiency in people's lives; it focuses on how humans and computer systems interact efficiently and effectively. In embodied interaction, natural interactive behaviors can be employed to enhance experiences. Interaction is now omnipresent; it serves as an intermediary to establish connections and provide reflection, and not just consolidated within products like smartphones and computers. The incorporation of interaction design into physical life, intertwining with human behaviors and spatial environments, poses our contemplation. Thus, under the backdrop of sustainable development goals (SDGs), we adopted the direction of embodied interaction and utilized metaphors to create a tangible installation. We aspire for urban explorers to establish connections with the city in terms of time and space dimensions through interactive experiences, thereby comprehending the multifaceted nature of the city. Throughout the design process, we validated and iterated our designs via prototyping and user testing.


MOZA: Designing for the Qualified Self in Fitness

Abstract: Fitness is important for maintaining good health. However, contemporary fitness culture - and the associated technology focused on a Quantified Self - is focused on optimising performance and achievement, hence taking away the focus on your health. As technology's precision increases, there's a risk that individuals neglect their bodily signals, possibly leading to overexertion or even loss of autonomy. This paper advocates for a shift from the Quantified to the Qualified Self in self-tracking. It explores the limitations of current design trends in Quantified Self-technology and offers an alternative approach. By introducing MOZA, a concept designed to address these limitations and combat issues within gym culture, this paper lays out guidelines for designing for the Qualified Self.


HACKLES: Simulating and Visually Representing the Anxiety of Walking Alone

Abstract: In this work, we compare the designs of two fashion-tech garments that communicate the anxiety felt when walking alone. While the two garments share a common vision, they are designed to be worn in two radically different settings and to communicate to different audiences: one directly communicates an empathetic experience to its wearer; the other a model wears at a runway show and must share its story to a general audience. We used Research Through Design (RtD) methods to design both fashion-tech garments. Then, we recorded and analyzed the design process for both garments via an annotated portfolio to compare how the audience and setting influenced the design approach and the final wearable. In this paper, we describe both fashion-tech designs and a comparison of their respective annotated portfolios. Our analysis highlights how wearable technology must respond to context to continue communicating its story to its intended audience.


MusicalAid: A Playful Collaborative Music Tool for People Finding it Difficult to Handle Common Instruments

Abstract: MusicalAid is a tangible music system that allows people with different musical literacy and gross/fine motoric skills to play and create music together, either guided by a predefined rhythm or in a 'free play' mode. The system is composed of a main unit and a set of 'instruments', for example joysticks, a board with large buttons or soft interfaces like pillows with areas that act as switches. MusicalAid is designed so all instruments can at a basic level be synchronized to play to the same rhythm or beat, so they all sound at the same time. MusicalAid was originally developed for adults on the autistic spectrum with gross/fine-motoric limitations but MusicalAid can also allow people in general with different musical and motoric capabilities to play together. Therefore, MusicalAid enables a fun music experience for people that find handling traditional musical instruments challenging, or simply someone who just likes to jam.


PneuMa: Designing Pneumatic Bodily Extensions for Supporting Movement in Everyday Life

Abstract: Prior research around the design of interactive systems has highlighted the benefits of supporting embodiment in everyday life. This resulted in the creation of body-centric systems that leverage movement. However, these advances supporting movement in everyday life, aligning with the embodiment theory, so far focused on sensing movement as opposed to facilitating movement. We present PneuMa, a novel wearable system that can facilitate movement in everyday life through pneumatic-based bodily extensions. We showcase the system through three examples: "Pardon?", moving the ear forward; "Greetings", moving a hand towards the "Bye-bye" gesture; "Take a break", moving the hands away from the keyboard, enabling the bodily extensions that support movement in everyday life. From the thematic analysis of a field study with 12 participants, we identified three themes: bodily awareness, Perception of the scenarios, and anticipating movement. We discuss our findings in relation to prior research around bodily extensions and embodied interaction to provide strategies to design bodily extensions that support movement in everyday life. Ultimately, we hope that our work helps more people profit from the benefits of everyday movement support.


Base and Stitch: Evaluating eTextile Interfaces from a Material-Centric View

Abstract: Fabrics are seen as the foundation for e-textile interfaces but contribute their own tactile properties to interaction. We examine the role of fabrics in gestural interaction from a novel, textile-focused view. We replicated an eTextile sensor and interface for rolling and pinching gestures on four different fabric swatches and invited 6 participants, including both designers and lay-users, to interact with them. Using a semi-structured interview, we examined their interaction with the materials and how they perceived movement and feedback from the textile sensor and a visual GUI. We analyzed participants' responses using a joint, reflexive thematic analysis and propose two key considerations for research in e-textile design: 1) Both sensor and fabric contribute their own, inseparable materiality and 2) Wearable sensing must be evaluated with respect to culturally situated bodies and orientation. Expanding on material-oriented design research, we proffer that the evaluation of eTextiles must also be material-led and cannot be decontextualized and must be grounded within a soma-aware and situated context.


Entangled Threads: Exploring the value and significance of bringing a craft ethos to debates around the IoT/connected things.

Abstract: Alongside the benefits of a world in which more and more things are internet connected (i.e., the IoT), scaffolded by increasingly powerful AI systems, there is a growing recognition of a flipside to this vision of the future. Issues associated with privacy, transparency, legibility and trust have been widely recognized – which the Mozilla Foundation has encapsulated in their Internet Health Reports [13]. This workshop will explore these tensions and concerns through the lens of craft, both as a practice and a conceptual ethos. We will use embroidery as a craft-oriented 'thinking through making' activity as the foundation for discussions of our craft characteristics of which consist of; bespokeness, localism, embodiment, provenance, authenticity, and care. Participants will gain a rich understanding of debates around IoT while being engaged in a 'thinking through doing' embodied approach to gaining new insights and leave with their own hand embroidered badge.


Diversifying Knowledge Production in HCI: Exploring Materiality and Novel Formats for Scholarly Expression

Abstract: This one-day studio aims to catalyze discussions and experimentation around non-textual academic documentation methods. With the understanding that human knowledge transcends written words, we aim to explore innovative ways to present and disseminate research outputs in diverse forms and of varying materiality. By bringing together researchers, practitioners, and academics from different disciplines and backgrounds, we seek to challenge the status quo of textual output and envision a future where knowledge production embraces the multisensory nature of human data.


Mediating the Sacred: Configuring a Design Space for Religious and Spiritual Tangible Interactive Artifacts

Abstract: Tangible artifacts and embodied experiences are central to religious and spiritual (R/S) practices, and many HCI researchers and interaction designers highlight the importance of materiality and physicality in design. In this review paper, we bring these perspectives together and examine 44 examples of R/S tangible interactive artifacts (TIAs) from academia, art, industry, and R/S communities to understand their specifics and guide future HCI research and design. We analyze these artifacts and map out a design space for R/S TIAs by matching identified characteristics of R/S TIAs with a framework from the study of material religion. The descriptive and generative R/S TIA Design Space covers insights into bodies, things, places, practices, and backgrounds. This paper offers a novel contribution to HCI research on the value and importance of tangibility and embodiment in technology-mediated practices in R/S contexts and serves as a source for future R/S TIA creation and research.


From Individual Discomfort to Collective Solidarity: Choreographic Exploration of Extractivist Technology

Abstract: We invite technology practitioners to join us in the collaborative exploration of discomfort associated with technology in the age of surveillance capitalism. With the help of body-based exercises inspired by choreography we will articulate the discomforts of living and designing with extractivist technology. Our studio is aimed at technology practitioners of a broad range of expertise who have experienced discomfort in relation to data-driven extractivist systems. In the first part of the studio participants will share their experiences of resisting such systems both as users and creators of technology. In the second part, participants will engage in an ideation session to propose forms of countering existing technologies. Embodied methods and choreographic approaches will be used for making digital discomfort tangible and for guiding the exploration of the topics at stake. As an outcome, participants will collectively design a toolbox to conceptualise discomfort in a tangible, embodied way, and form a network to continue discuss these matters post-studio in an online community discussion group.


Opportunity Spaces for Children ́s Informal Learning in Public Environments

Abstract: This paper introduces my PhD research on how a tangible and embodied technological layer can enhance and enlarge an existing public space to promote children's informal learning (IFL). IFL is increasingly recognized as the basis for education, as children learn through social, creative, and playful interactions. IFL is rooted in daily lives and expands the children´s sphere of action beyond their confined social spaces in public and educational institutes. Using the urban environment makes education more accessible to a broad group. Therefore, I will create conditions and structures that make informal educational processes possible and available. I seek to achieve opportunity spaces by fostering alternative experimentational approaches. Through implementing design interventions in the public, I will playfully appropriate the existing and create opportunity spaces for IFL. The design intervention should open up children's creativity, encourage social interaction, and enhance mental health, which is often neglected in the education system.


[e]Motion: Designing Expressive Movement in Robots and Actuated Tangible User Interfaces

Abstract: As robots inhabit more social spheres, human acceptance significantly impacts their functionality and engagement. The way robotic movement is perceived is crucial to their acceptance in society. However, robotic movement is most often a result of function rather than purposefully designed. Working in the continuum between robotic, tangible, and shape-shifting interfaces will enable a deeper exploration of the effects and interpretation of expressive movement. Hence, we propose [e]Motion, a hands-on opportunity for participants to explore design methods and prototype a variety of expressive movements in robotic and actuated and shape-shifting tangible interfaces. We will collectively reflect on evaluation methods and co-develop a visual vocabulary of motion and emotion, mapping movement more directly to personality and emotion. With this, we aim to foster a practical understanding of expressive movement and how it might affect human acceptance of robots and tangible interfaces.


Foot Augmentation 101: Design your own Augmented Experiences

Abstract: This studio aims to collaboratively build foot augmentations, experiment with different materials and techniques, and create new designs for low-cost, wearable, and accessible devices that can be used by researchers, makers, designers, and artists. Considering the heightened focus on the human body with the rise of AR/VR/XR technologies, foot augmentation has great potential. To explore this potential, we invite researchers, designers and artists to share their applications, experiences, and ideas while designing foot augmentations. Participants will share knowledge, brainstorm ideas, and explore tools and materials for rapid prototyping. Finally, they will tinker and explore, discussing their design strategies to derive common approaches and best practices. Based on the hands-on session results, we will write a paper on design strategies for foot augmentation that will help facilitate more sustainable investigations and design of future foot interfaces.


Innermost Echoes: Integrating Real-Time Physiology into Live Music Performances

Abstract: In this paper, we propose a method for utilizing musical artifacts and physiological data as a means for creating a new form of live music experience that is rooted in the physiology of the performers and audience members. By utilizing physiological data (namely Electrodermal Activity (EDA) and Heart Rate Variability (HRV)) and applying this data to musical artifacts including a robotic koto (a traditional 13-string Japanese instrument fitted with solenoids and linear actuators), a Eurorack synthesizer, and Max/MSP software, we aim to develop a new form of semi-improvisational and significantly indeterminate performance practice. It has since evolved into a multi-modal methodology which honors improvisational performance practices and utilizes physiological data which offers both performers and audiences an ever-changing and intimate experience.


Liminal Space: A Performance with RaveNET

Abstract: We present our musical performance exploration of liminal spaces, which focuses on the interconnected physicality of bodies in music, using biosignals and gestural, movement-based interaction to shape live performances in novel ways. Physical movement is important in structuring performance, providing cues across musical ensembles, and non-verbally informing other musicians of intention. This is especially true for improvised work. Our performance involves the use of our musicking bodies to modulate audio signals. Three bespoke wearable nodes modulate the performance through control voltages (CV) and interface with specific technical aspects of our instruments and techniques: 1) an "anti-corset" that measures the expansion and resistance of Reed's abdomen while singing, 2) an augmented glove that assists Strohmeier's bass/guitar signal routing across his pedal board and modular setup, and 3) a cap-like device that captures Martinez-Missir's subtle facial expressions as he manipulates his modular synthesizer and drum machine setup. Through these performances we explore the notion of control in musical improvised performance, the interconnectedness and communications between our ensemble as we learn to collaborate and interpret each others' bodies in this novel interaction.


Engaging Environmental Learning: A Tangible Approach for Conveying Environmental Data in Education Using Weight

Abstract: This paper presents a novel method for communicating environmental information in an engaging and memorable manner. Instead of traditional visual or written communication, our approach involves physical representation of data, using weight as the key element. Using food as a case study, we demonstrate the carbon footprint of food items through life-sized models that accurately reflect their actual weight. In an educational setting, students collectively discuss and estimate emissions for sample foods, followed by hands-on interaction. Each model's weight mirrors its carbon footprint, from 50 grams for half a kilo of potatoes to 13 kilograms for half a kilo of beef. Early tests show a significant "Wow!" factor, particularly for high-emission foods. This tangible experience leaves a lasting impression, potentially influencing future choices. Our approach can extend to other areas like energy. The paper concludes with design recommendations for future work.


Act2Auth – A Novel Authentication Concept based on Embedded Tangible Interaction at Desks

Abstract: Authentication (e.g., entering a password) is frequently perceived as an annoying obstacle when interacting with computational devices, but still essential to protect sensitive data from unauthorized access. We present Act2Auth, a novel concept for embedding authentication into users' established routines by sensing tangible interactions at desks. With Act2Auth, users can authenticate by performing (secret) routines, such as putting a cup on their desk, rearranging their keyboard, and touching their mouse. The Act2Auth concept is informed by (1) an object analysis of 107 desk photos from Reddit, (2) an online survey (N = 65) investigating users' strategies for creating touch-based authentication secrets, and (3) a technical exploration of capacitive touch-sensing at desks. We then (4) implemented a prototype and evaluated the usability as well as the memorability of Act2Auth compared to textual passwords (N = 8). With Act2Auth, we provide fundamental work on how to embed authentication tasks into our daily tangible interactions.


TableCanvas: Remote Open-Ended Play in Physical-Digital Environments

Abstract: Remote video communication is now part of everyday life, also for families. At the same time, children encounter digital devices at an early age, but studies indicate that physical play is still vital for their development. To support physical play at a distance, we introduce two prototypes build around projection displays, WallWizard and TableCanvas. Both allow users to play together remotely by combining physical and digital elements on shared surfaces. We evaluated our prototypes through an expert review, and, based on this study, we elaborate further on TableCanvas. We conducted a second qualitative user study with an updated prototype, focused on evaluating the remote aspect. The overall feedback was positive and suggested that the concept could facilitate and promote open-ended play, as well as support a successful remote play experience. Users also indicated additional potential use cases for board gaming, education, and work-related tasks.


The Router of All Evil: Designerly Hacking a Network of One’s Own

Abstract: This paper contributes a new design research artifact, The Router of All Evil. This is a Research Product that results from and scaffolds a Research Through Design exploration of the domestic Internet. The Router of All Evil is designed to reveal the technical possibility of the humble home router, to define a network of one's own, where homelife can unfold in creative, fulfilling and private ways, as an alternative to the prevalent corporate and surveillant logics of Silicon Valley's Internet of Things. Through a methodological contribution described as Designerly Hacking, this paper demonstrates how technical alternatives can first be revealed by hacking or breaking-up a system and then put back together for the use of a broader (designerly) public. To these ends, the Router of All Evil exemplifies Pace Layer design, where rapid design reconfigurations of hardware and software are purposefully afforded.


Making Biomaterials for Sustainable Tangible Interfaces

Abstract: In this studio, we will explore sustainable tangible interfaces by making a range of biomaterials that are bio-based and readily biodegradable. Building off of previous TEI studios that were centered around one specific biomaterial (i.e., bioplastics at TEI'22 and microbial cellulose at TEI'23), this studio will provide participants the ability to experience a wide variety of biomaterials from algae-based bioplastics, to food-waste-based bioclays, to gelatin-based biofoams. We will teach participants how to identify types of biomaterials that are applicable to their own research and how to make them. Through hands-on activities, we will demonstrate how to implement biomaterials in the design of sustainable tangible interfaces and discuss topics sensitized by biological media such as more-than-human temporalities, bioethics, care, and unmaking. Ultimately, our goal is to facilitate a space in which HCI researchers and designers can collaborate, create, and discuss the opportunities and challenges of working with sustainable biomaterials.


Metaphors and `Tacit' Data: the Role of Metaphors in Data and Physical Data Representations

Abstract: This paper explores (1) the role of metaphors in physical data representations and (2) the concept of tacit data: implicitly known data which are hard to uncover. In a semester course with twenty-three students, five teams explored how to represent self-chosen 'tacit data' in a visualisation, haptification, and dynamic physicalisation. Throughout these phases, our notion of tacit data evolved, resulting in a proposed working definition. Moreover, we noticed that metaphors played an increasingly important role. Based on analysis of students' work and interviews with them, we found that tacit data and physical data representations need metaphors. For haptifications and physicalisations, metaphors help to circumvent limitations, curate data, and communicate to the audience. As tacit data were seen as 'soft' and difficult to quantify, metaphors made the data workable. Furthermore, tacit data benefit from physical representations, which offer further dimensions to represent the feeling and intimate aspects of data.


Ichiyo: Fragile and Transient Interaction in Neighborhood

Abstract: As the Internet develops, social networking and other communication tools have transformed people's relationships into something fast, visible, and geographically huge. However, these communication tools have not expanded opportunities for acquainting oneself with neighbors outside one's social network; rather, they have comparatively diminished occasions for interacting with unfamiliar neighbors by prioritizing communication with existing friends. Therefore, we invented the medium Ichiyo to increase the opportunities to think of neighbors walking along the same street or in the same neighborhood and to expand the imagination of those who pass by and those who used to be there. Thus, users can engage in indirect interaction. We used commercially available laser cutters to engrave QR codes on leaves that are naturally found in our living space to prevent environmental invasion. The QR codes lead to a communal space on the web where users can freely leave messages. By engraving QR codes, information can be virtually expanded to be presented. To get the feedback of Ichiyo, we let a total of several thousand people experience a new way of communication as a part of the exhibition "iii Exhibition 2022", an art exhibition at the University of Tokyo. A total of more than 1,000 leaves engraved with QR codes were prepared and scattered at the exhibition site and along the road from the nearest station to the venue.


Resonance: Collaborative Musicking Through Tactile Ecologies

Abstract: This paper unveils a PhD research on "Resonance," an instrument at the crossroads of collaborative music-making, gameplay, and music-related human-computer interaction. Resonance creates a unique communal gameplay performance system, where players are interdependent, transcending the boundaries of human and non-human agency. This collective process has the potential to enhance human connections and bonding, amplifying players' sensitivity to one another and their environment. The heart of this collaboration comprises intricate networks of signals, nurturing relationships, shared expression, decision-making processes, negotiation, and a spectrum of implementations. Resonance's design showcases tactile and tangible interfaces, employing capacitive touch technology as a sound interface, thereby providing an immersive platform for player interaction. Within the broader context of constructing (an interactive music-making) ecology, networks involving people, electronics, and environments, this artwork stands as a testament to the concept's transformative power. The performance of Resonance takes the form of an acrylic panel adorned with conductive materials, composing a tangible user interface. It made its debut in the context of a Laptop Orchestra's performance, artfully spatialized over a 92-speaker immersive sound system. This performance beckons forth audio recordings that illustrate the vibrant character of Resonance's sonic palette. In summary, Resonance encapsulates an innovative fusion of music, interactivity, and collaboration. This paper sheds light on the instrument's potential to strengthen human connections and foster collaborative music creation, all the while encapsulating the richness of individual voices within a harmonious network of signals.


Fold, Stand and Drape: Unweaving Physical vs Digital Textile Design Considerations

Abstract: Fashion design has rapidly become a digital process where textiles are simulated as soft, conformable materials on a digital body. The embodied experience and physical interaction with the textile have been replaced by screen-based media, resulting in a gap in understanding between physical and digital textile material. Consequently, understanding digitized textile properties and characteristics has become challenging for practitioners. This research investigates fashion designers' implicit understanding when selecting textiles, specifically how interactions with physical textiles influence design considerations. Twenty digital fashion designers interacted with ten physical textile materials via tangible and scientific drape measurements, reflecting upon their design considerations. In digital environments, a tangible understanding of material properties is vital, and scientific drape measurements add significant understanding to digital design. The research advances our understanding of integrating digital tools in textile and soft material practices, where a postphenomenological approach is employed to help formulate the design considerations in selecting materials.


Shadowplay: An Embodied AI Art Installation

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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.


Dataslip: Into the Present and Future(s) of Personal Data

Abstract: Most people are entangled with an ever-growing trail of data that results from their daily interactions with products and services. Yet, they are hardly aware of the nature and characteristics of the data within this trail. We design dataslip, a provocative artifact that materializes the personal data trail into a receipt and aims to elicit creepiness. We demonstrate dataslip at two events in Delft, The Netherlands. Dataslip is a starting point to foster conversations with local community members about the underlying challenges and potential alternatives to personal data collection and use. We use these as prompts for further speculation through a collaborative futuring exercise with children, where we part from challenges towards hopeful and empowering futures. We contribute with an artifact that invites individuals to interrogate the current personal data practices they are embedded in and a set of five speculative design scenarios that suggest hopeful and empowering alternatives.


Exploring Superpower Design Through Wi-Fi Twinge

Abstract: Technology-facilitated "superpowers" are a popular topic in human-computer interaction, providing people with the experience of having superhero-like fantastic abilities. However, science fiction literature tells us that superpowers can also be unfortunate. We designed Wi-Fi Twinge, a system that uses electrical muscle stimulation to extend human perception to sense unseen Wi-Fi signals, giving people an allergy-like twinge reaction to Wi-Fi: a superpower that can be seen as unfortunate while also having potential benefits. Through an in-the-wild study, interviews with 12 participants revealed that although the superpower from Wi-Fi Twinge induced negative feelings and impacted certain day-to-day activities, it improved awareness of self and the surrounding environment. We used these results to offer design tactics for creating future superpower systems that consider potential unfortunate side effects. Ultimately, we aim to advance our understanding of technology-facilitated superpowers.


Data Probes: Reflecting on Connected Devices with Technology-Mediated Probes

Abstract: We introduce Data Probes, technology-mediated probes designed to reveal some of the inner workings of connected devices, including common embedded sensors and the data they collect. By making these common features both accessible and unfamiliar, the probes supported research participants in looking at these technologies from a different perspective and reflecting on capabilities and behaviours that may be obscured by the design of commercial products. During a study where participants lived and travelled with the probes for a month, we were able to gain generative design insights into people’s attitudes towards and relationships with connected devices, suggesting new opportunities for designs that take alternative approaches to currently entrenched visions of the Internet of Things. We present this exploratory study as an illustration of how a technology-mediated probe might prompt reflection on their technologies and open up new design spaces.


Body Transformation: An Experiential Quality of Sensory Feedback Wearables for Altering Body Perception

Abstract: Body perception has a significant impact on people's motor, emotional, and social functioning. We evaluated the potential of four different existing wearable prototypes, which provide sound or haptic bodily feedback to alter body perception. In a Research through Design workshop, we invited professional dancers as expert study participants to explore and assess our prototypes. Based on the workshop's insights, we articulate the experiential quality of Body Transformation, which characterizes how dancers perceive and experience their bodies while interacting with such prototypes. The quality encompasses a perceptual and holistic transformation, impacting the feelings about body, movement and emotions, and where the sensory feedback's evocative power is crucial. Additionally, it elicits different transformation valuations. We contribute a deeper understanding of the impact of sensory feedback on body perception, its potential for transforming people's overall body experience, and methodological insights on the potential of working with dancers to evaluate wearable sensory technology.


Mouja: Experiencing AI through Magnetic Interactions

Abstract: Mouja, or the Magnetic Ouja, is a performance combining real-time neural synthesis with two specifically designed instrument-scores. Because of the inherent arbitrariness and entanglement in the distribution of the sound features in the latent space, with neural synthesis models such as RAVE gesture, interface and sound appear as deeply intertwined, and the development of dedicated, embedded interfaces becomes critical to their understanding and exploration. Thales and Stacco provide an effective and poetic way of playing with and understanding latent dimensions in RAVE. They consist of two tangible interfaces based on permanent magnets, and through the interactions of their magnetic fields they engage the performer in a tactile dance of agencies, where the entanglements of the algorithm are experienced through a dynamic and embodied process of negotiation with the magnetic agency of the instrument-score.