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Cuddly: enchant your soft objects with a mobile phone

Published: 19 November 2013 Publication History

Abstract

We are surrounded by soft objects such as plush toys, cushions etc. in our daily lives: people often hug soft objects when they are feeling emotional such as while watching movies, or they tend to punch or throw objects when they are feeling frustrated. From the psychological point of view, soft objects can highly influence people's lives and behavior [Ackermann et al. 1999]. Research shows that it can help reduce stress as well as increase effectiveness. Because of that, soft objects are often used in different fields such as medical therapy, communication, gaming purposes etc. Our research group has also created FuwaFuwa [Sugiura et al. 2011], a sensing module which uses soft object as an interface in the past.

References

[1]
Ackerman, J. M., Nocera, C. C., and Bargh, J. A. 2010. Incidental haptic sensations influence social judgements and decisions. In Science 328 (5986): 1712--1715.
[2]
Sugiura, Y., Kakehi, G., Withana, A., Lee, C., Sakamoto, D., Sugimoto, M., Inami, M. and Igarashi, T. 2011. Deformation of Soft Objects Using Directional Photoreflectivity Measurement. In Proceeding UIST'11, ACM, 509--516.

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  • (2021)PlushPal: Storytelling with Interactive Plush Toys and Machine LearningProceedings of the 20th Annual ACM Interaction Design and Children Conference10.1145/3459990.3460694(236-245)Online publication date: 24-Jun-2021

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    cover image ACM Conferences
    SA '13: SIGGRAPH Asia 2013 Emerging Technologies
    November 2013
    43 pages
    ISBN:9781450326322
    DOI:10.1145/2542284
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 19 November 2013

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    SA '13
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    SA '13: SIGGRAPH Asia 2013
    November 19 - 22, 2013
    Hong Kong, Hong Kong

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    Overall Acceptance Rate 178 of 869 submissions, 20%

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    • (2021)PlushPal: Storytelling with Interactive Plush Toys and Machine LearningProceedings of the 20th Annual ACM Interaction Design and Children Conference10.1145/3459990.3460694(236-245)Online publication date: 24-Jun-2021

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