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        <article-title>Proceedings of the 3rd European Tangible Interaction Studio (ETIS) 2017</article-title>
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      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Dimitra Anastasiou</string-name>
          <email>dimitra.anastasiou@list.lu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Valérie Maquil</string-name>
          <email>valerie.maquil@list.lu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Luxembourg Institute of Science and Technology</institution>
          ,
          <addr-line>5, avenue des Hauts Fourneaux L-4362 Esch/Alzette</addr-line>
          ,
          <country country="LU">Luxembourg</country>
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      <abstract>
        <p>MOTIVATION Tangible interaction is a research field addressing areas at the border of the physical and the digital. Nowadays many researchers, designers, developers and artists work in this area and a vast range of products and applications are designed and produced accordingly. Besides, many research projects are funded through research funds at a European and international level. The European Tangible Interaction Studio (ETIS) is an initiative to give the possibility mainly to PhD students, but also practitioners, such as designers, and engineers, to present their work and receive fruitful feedback from other participants. ETIS includes also invited talks by renowned researchers from Academia and professionals from Industry. Furthermore, prototyping sessions (called workshops) are being organized in order to train ETIS participants in creating applications on their own in the general field of tangible interaction. ETIS 2017 took place in 18-23 June 2017 in two venues: at Luxembourg Institute of Science and Technology (LIST) (18-22 June) and at Human Computer Interaction and Interactive Technologies Lab in Saarbrücken, Germany (23 June). ETIS is very relevant to Luxembourg and LIST in the framework of its research stream on Ambient Intelligence and Cyber-Physical Social Systems. The research connects interactive spaces with adaptive systems and human skills through multi-user natural interaction, while tangible interaction plays a key role.</p>
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      <p>The 3rd European Tangible Interaction Studio is a follow-up
Studio of the previous European Tangible Interaction
Studio, which took place in Fribourg (Switzerland), 25-29
January, 2016. The very first version was the French
German Tangible Interaction Studio, held in Bidart (France)
during summer 2013. ETIS is a collaboration between the
German working group “Be-greifbare Interaktion” and the
French working group TANGINT/FR. The German working
group “Be-greifbare Interaktion” is a working group that was
founded in 2008 at TEI conference (Tangible and Embedded
Interaction) in Bonn and in the meantime is an official
working group of the technical committee of
HumanComputer Interaction in the German Informatics
Society (GI). TANGINT/FR was founded by AFIHM
(Association Francophone d'Interaction Homme-Machine)
in 2011 under the initiative of Professor Dr. Nadine Couture
and Dr. Guillaume Rivière.</p>
      <p>GOALS OF THE STUDIO
The goal of ETIS, in general, is to gather young European
researchers in tangible interaction, to get them in touch with
internationally renowned researchers and to establish
networks for their future. This summer school is a unique
opportunity to train in the field of tangible interaction and to
discuss ETIS participants’ research with professors and other
senior researchers. The Studio includes voices from
enterprises and private research institutions and welcomes
researchers with different backgrounds from both academic
and applied research. We aimed to provide participants with
useful insights both for their further research and any applied
research possibilities in order to bring tangible interaction
principles out of the lab, in the everyday use.</p>
      <p>ETIS Studio 2017 brings together 36 participants. 13
participants are from Luxembourg, 10 from France, 8 from
Germany, while there are also 2 participants from the U.K.,
2 from Switzerland, and 1 from the USA.</p>
      <p>ETIS STUDIO TOPICS
Topics of interest of ETIS 2017 included, but were not
limited to:
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      <p>Research in tangible interaction, including prototyping
and digital fabrication, wearables, Internet of Things,
3D interfaces, mixed and augmented reality.</p>
      <p>Theoretical foundations, frameworks, and concepts of
TUI;
Design implications for tangible interaction
(guidelines, methods, lessons learned);
Technologies, tools and toolkits for TUI (e.g.
speech/gesture-based interfaces, haptic feedback);
Case studies (method, design, results) with TUI;
Applications and evaluation of tangible interaction in
different domains (education, health, entertainment, art,
cooperative work, assessment);
Tangible interaction for various target groups (children,
elderly, people with disabilities).</p>
      <p>INVITED SPEAKERS
In ETIS 2017 there are four invited speakers who are
presented here in alphabetical order.
1st Invited Speaker: Dr. Martin Hachet (INRIA, Bordeaux)
Title: Creating, learning, and meditating; a trip in tangible
hybrid spaces.</p>
      <p>Abstract: Martin Hachet presented a set of recent works
conducted at the Potioc lab. This includes approaches that
mix physical and digital interaction for artistic creation. He
also discussed how the new hybrid tools his team has
designed recently may enhance the understanding of
complex phenomena (e.g. for brain activities and wave
optics). Finally, he presented the Introspectibles that are
tangible and augmented objects dedicated at introspection.
Thus he showed how such interfaces can open the way to
mindfulness.
2nd Invited Speaker: Dr. Wilko Heuten (OFFIS – Institute
for Information Technology)
Title: How can tangible interaction increase safety and
wellbeing?
Abstract: Interactive systems aiming at improving health,
changing behavior, providing assistance to people with
functional decline, or helping to reduce workload in
someone’s job need to integrate seamlessly into the user’s
life. In order to avoid obtrusiveness and distraction from
primary tasks, they should offer their support in opportune
moments, only when necessary or on demand. Tangible
interfaces and their physical appearances offer new
possibilities for such integration and in the same time
provide a high affordance and usability if designed
appropriately. This talk presented examples of and reveals
opportunities for tangible interaction based on research
projects in the area of safety, well-being and social
interaction.
3rd Invited Speaker: Dr. Roderick McCall (Luxembourg
Institute of Science and Technology)
Title: Mixing Realities: From the Real to Virtual and Back
Again?
Abstract: Mixed reality gives us the opportunity to move
beyond the “real vs virtual” divide and start to explore the
relationship between the two worlds. This talk explored
some theoretical backgrounds about space and place, and
more recent work on blending the real and virtual worlds
which we now inhabit.
4th Invited Speaker: Prof. Albrecht Schmidt (University of
Stuttgart)
Title: Prototyping Smart Objects, Tangible Interaction, and
Physical User Interface.</p>
      <p>Abstract: The Internet of Things (IoT) is a trend that is
typically related to automation, however many of the smart
objects that are envisioned and predicted are things humans
interact with. In this talk we looked at the basic concepts and
technologies driving the internet of things and how this can
create a new area in interactive systems. The focus was on
approaches and tools that help to create functional prototype
of embedded user interfaces and of interactive smart objects.
He discussed the challenges when moving from screen-based
interfaces to interaction in physical space. With examples
from his lab, he showed how interaction can be embedded
and made the argument for “Understanding through
Making”.
5th Invited Speaker: Dr. Anusha Withana
Title: Embedded Sensing and Actuation for Expressive
Tangible Interactions.</p>
      <p>Abstract: The expressivity of tangible interfaces can be
significantly improved by embedding sensing and actuation
systems that enable diverse interaction modalities. However,
ubiquitous computing devices, particularly physical and
tangible interfaces are constrained by their form-factor,
available processing resources and battery power. Hence,
designers face challenges in embedding commonly available
sensing/actuation technologies in tangible form-factors.
Using examples from gestural interfaces and body base
haptic output, this talk presented advance technologies that
utilize perceptual phenomena, rudimentary physics and
biomimicry to create highly expressive interfaces within
constraints of tangible interfaces.</p>
      <p>DEMOS
Three demos from the Industry in Luxembourg are presented
in ETIS 2017. Short abstracts can be found here:</p>
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      <title>1st Demo: Olivier Raulot (iNUI Studio)</title>
      <p>Abstract: He presented two offerings in two different
markets that iNUI Studio has developed:
Digital Signage: i) Interactive semi-outdoor displays
powered by AIRxTOUCH™: the only technology working
behind any type of glass and in any light condition and ii) a
Content Management Software for digital signage named
FlyFolder.</p>
      <p>Interactive Touch Table: The Surface Hub Solutions:
delivering digitized and interactive customer journey
applications to banks, retailers, real estate agencies and
others. The touch table's hardware is based on Microsoft’s
Surface Hub, the premium interactive display.</p>
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      <title>2nd Demo: Dany Lockman (CLK Constructions)</title>
      <p>Abstract: This demo showed how the company CLK
Constructions offers the possibility to their clients to visit
their future house in a matter of days after the signature of a
construction contract.</p>
      <p>The people in the audience were given the possibility to try
the solution and give their opinion and/or advice for
improvements.</p>
      <p>The solution uses the HTC Vive headset and a game engine
to build the Virtual Experience. Moreover, future
developments were presented, such as client interactivity,
Building Integration Modelling (BIM) integration, and the
use of augmented reality (AR) glasses.
Abstract: LuxAI uses the latest advancements in Artificial
Intelligence and robot-therapy in building social robots to
assist people. The team presented the QTrobot, their first
toddler-like product, which is a socially engaging and
interactive robot. It can teach science and positive social
behaviours to children and assist older people in post stroke
rehabilitation, among its other applications.</p>
      <p>PAPER CONTRIBUTIONS
The program of ETIS consists of seven invited papers which
we thematically included in three sessions: Peripheral
Tangible Interaction, Tangible Interaction Techniques, and
Design of Tangible Systems. In the session of Peripheral
Tangible Interaction, Thomas Pietrzak, Gilles Bailly and
Sylvain Malacria presented how computer peripherals can
enable new interactions, as nowadays these peripherals
became everyday objects. In the same session, Maxime
Daniel talked about how perceptible artefacts (e.g.,
shapechanging, color-changing) influence the effectiveness of
ambient interfaces and studied ambient tangible interfaces
for shifting energy supply with laptops in the workplace. In
the second session about Tangible Interaction Techniques,
Lou Schwartz and Thibaud Latour talked about iconic or
symbolic representation of tangible objects and their
characteristics. Philippe Giraudeau examined the
understanding of the cognitive science frameworks related to
their project on collaborative learning with reality-based
interaction. Last but not least, Dominik Madden presented a
few multiscreen patterns and interactions across the borders
of devices. In the third and last session, Design of Tangible
Systems, Alexandre Gomes de Siqueira, Brygg Ullmer and
Mark Delarosa presented fabrication techniques and
commercial examples of a class of tangibles embodied as
cylinders, wheels, or knobs that can function with
massmarket multi-touch devices. Torben Wallbaum, Andrii
Matviienko, Wilko Heuten and Susanne Boll discussed what
we can learn from the failures of tangible systems and the
challenges raised during the design of tangible systems. In
the same session, Stephanie Rey described a participative
event, involving both visitors and museum actors during a
three-day hackathon in order to create digital artefacts for
museums, among them tangible experiences.</p>
      <p>WORKSHOPS
Six 2/3-hour workshops took place in ETIS 2017, the
abstracts of which are presented here:
Workshop 1: MakeMe, CodeMe, ConnectUs: Learning
digital fluency through tangible Magic Cubes (Zuzanna
Lechelt, Yvonne Rogers, Nicolai Marquardt, Frederik
Brudy)
Abstract: Tangible physical computing interfaces provide
much scope for teaching abstract digital fluency concepts in
an engaging and playful way. However, questions remain as
to how both the form factor and the corresponding task types
of such interfaces can be best designed to support learning.
In this hands-on workshop, participants explored how digital
fluency topics might be taught through making, discovery
learning and coding by interacting with the tangible Magic
Cubes toolkit. The workshop culminated in a discussion of
how tangible toolkits for learning can be better designed to
encourage collaborative and engaging learning experiences.
Workshop 2: Tangible Interaction with the Internet of
Things (Leonardo Angelini, Nadine Couture, Omar Abou
Khaled, Elena Mugellini)
In the Internet of Things (IoT) era, more and more everyday
objects are able to collect information and share it with other
connected objects and people. Most IoT objects allow users
to access this information through smartphone or web apps,
requiring users to take out their phone from their pocket even
for the simplest action, such as switching on a light. The
purpose of the workshop is understanding whether tangible
interfaces can provide better representations and controls for
IoT object parameters and functions, with a special focus on
peculiarities of IoT, such as control and representation of
activity status, connectivity, information acquisition and
sharing. To this purpose, the workshop discussed how
tangible interaction properties can be exploited for IoT object
design, throughout different phases of idea generation,
interaction sketching and paper prototyping.
This workshop introduced Kniwwelino, a new Arduino
compatible microcontroller platform, supporting the
electronic prototyping of interactive and connected objects.
Kniwwelino provides sensors and actuators encapsulated in
Wifi functionality, made easily accessible through a
specially developed library. The workshop is designed as
continuation of workshop 2, dedicated to the actual
implementation of the previously elaborated ideas. Aim is to
explore the possibilities and limitations of the platform for
prototyping tangible interaction enabled IoT projects.
Workshop 4: Tangible User Interfaces Characterization
(TUIC) (Regina Ticona-Herrera, Guillaume Rivière, Nadine
Couture and Stéphanie Fleck)
This workshop addressed the question “What are the
characteristics of a Tangible User Interface”? The workshop
aimed at answering this question in four parts. First, this
question asks researchers/developers/students/innovators to
think about the challenges tackled by the development of a
TUI and about how they can describe a TUI. Second, it asks
the tangible artefacts designed as part of a TUI. Third, it asks
the relevant constraints in the TUI development related to the
user and the system. Finally, it asks the origins of the TUI
related to the breaking elements and inspiration sources. The
goal of this workshop was to provide a set of characteristics
that participants will use to describe some TUIs of the
literature.</p>
      <p>Workshop 5: Hands on Soft Prototyping and its
Applications in Educational Practices (Adriana Cabrera)
This workshop presented an overview of the activities in
digital fabrication, soft materials and sustainable production
in Open Labs and university practices. During the workshop
participants explored different soft materials thinking in the
possibilities of application and how to introduce interactivity
and ways of prototyping from a material research point of
view.</p>
      <p>Workshop 6: Personalized User Interfaces with Printed
Electronics (Anusha Withana, Aditya Nittala, Jürgen
Steimle)
Recent advances in printed electronics have enabled the
creation and fabrication of thin, flexible and customizable
physical user interfaces. The goal of this workshop is to
acquire basic conceptual and practical skills in developing
physical user interfaces with printed electronics for
interactive devices and objects. The workshop covered
personalized digital design of printed electronics, basics of
different sensor types and actuators, and prototyping of
printed electronics with conductive inkjet printing.
ORGANIZATION
Here we present the local organization committee, the
steering committee of ETIS, as well the program committee,
which peer-reviewed the ETIS submissions and thus
guaranteed the quality of the contributions.
Steering Committee
 Prof. Nadine Couture (ESTIA Recherche, LaBRI)
 Prof. Elena Mugellini (HES-SO, HumanTech)
 Prof. Jens Geelhaar (Bauhaus Univ. Weimar)
BIOGRAPHIES OF THE EDITORS
Dimitra Anastasiou is an R&amp;T associate at LIST and she is
currently working on a Marie Curie Individual Fellowship
project (ranked 9 out of 1335 proposals) with the title
“Gestures in Tangible User Interfaces”. From 2014 to 2015
she worked at the DFG project SOCIAL at the University of
Oldenburg, Germany. She finished her PhD in 2010 at
Saarland University, Germany in the domain of “Machine
Translation”. After her PhD, she worked as a post-doc in the
project “Centre for Next Generation Localisation” at the
University of Limerick, Ireland. From 2011-2012 she
worked on the project “SFB/TR8 Spatial Cognition” at the
University of Bremen, Germany. She has 7 years teaching
experience and she has organized 6 workshops at
international conferences. She is member of the working
group “Be-greifbare Interaktion” since January 2016.
Valérie Maquil is an R&amp;T Associate at LIST in the research
group Multi-User Natural Interaction of the IT for Innovative
Services Department. She holds a PhD in Computer Science
from Vienna University of Technology, Austria (completed
in 2010). Her current research focus is on Tangible User
Interfaces, Human Computer Interaction, User Centric
Design. In the past 10 years, she has worked on many EU
(FP6, Interreg, Erasmus+, H2020) and national (FNR PSP,
RDI) projects, all involving issues related with the design,
implementation, and evaluation of TUIs in the context of
collaborative problem solving, collaborative design, or
collaborative decision making. Valérie Maquil has published
1 book (book version of PhD thesis), 5 peer-reviewed journal
publications, and 22 peer-reviewed conference publications.
She is active in many scientific communities related to
tangible interaction. She is member of the steering
committee of the Fachgruppe “Be-Greifbare Interaction”,
member of the AFIHM working group TANGINT/FR, and
member of the program committee of TEI (2013-2016).
ACKNOWLEDGMENTS
We would like to thank the Université
francoallemande/Deutsch-Französische Hochschule for the
financial support as well as the Luxembourg Institute of
Science (LIST) and particularly the IT for Innovative
Services (ITIS) department and the technoport business
incubator (Luxembourg) for hosting the event.</p>
      <p>Last but not least, we thank all our sponsors for the scientific
support: Saarland University, ESTIA Institute of Technology
(France), iNUI Studio (Luxembourg), CLK Constructions
(Luxembourg), LuxAI (Luxembourg), Association
Francophone d'Interaction Homme-Machine (AFIHM), and
the working groups Be-greifbare Interaktion and
TANGINT/FR.</p>
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