| Tangible bits: beyond pixels | | BIBAK | Full-Text | xv-xxv | |
| Hiroshi Ishii | |||
| Tangible user interfaces (TUIs) provide physical form to digital information
and computation, facilitating the direct manipulation of bits. Our goal in TUI
development is to empower collaboration, learning, and design by using digital
technology and at the same time taking advantage of human abilities to grasp
and manipulate physical objects and materials. This paper discusses a model of
TUI, key properties, genres, applications, and summarizes the contributions
made by the Tangible Media Group and other researchers since the publication of
the first Tangible Bits paper at CHI 1997. http://tangible.media.mit.edu/ Keywords: ambient media, augmented reality, interaction design, tangible user
interfaces, ubiquitous computing | |||
| AudioCubes: a distributed cube tangible interface based on interaction range for sound design | | BIBAK | Full-Text | 3-10 | |
| Bert Schiettecatte; Jean Vanderdonckt | |||
| AudioCubes is a novel tangible user interface allowing any person interested
by sound design such as sound creators, and music trainers to intuitively
explore and create dynamically changing sound. A new sound is created by
manipulating distributed cube tangible user interface that can be coupled
wirelessly by locating them in the interaction range of each other on a table.
At any time, a sound processing network combines operational properties of
AudioCubes, such as location on a plane or in space, movement, arrangement with
other cubes, and layout. Sound algorithm parameters and the configuration of
the sound processing network can be changed simultaneously, allowing a fast and
convenient exploration of sound creation space that creates a new interaction
technique for creating sounds. Keywords: contextor, interaction range, interface coupling, sound design, tangible
user interface | |||
| Gesture recognition with a Wii controller | | BIBAK | Full-Text | 11-14 | |
| Thomas Schlömer; Benjamin Poppinga; Niels Henze; Susanne Boll | |||
| In many applications today user interaction is moving away from mouse and
pens and is becoming pervasive and much more physical and tangible. New
emerging interaction technologies allow developing and experimenting with new
interaction methods on the long way to providing intuitive human computer
interaction. In this paper, we aim at recognizing gestures to interact with an
application and present the design and evaluation of our sensor-based gesture
recognition. As input device we employ the Wii-controller (Wiimote) which
recently gained much attention world wide. We use the Wiimote's acceleration
sensor independent of the gaming console for gesture recognition. The system
allows the training of arbitrary gestures by users which can then be recalled
for interacting with systems like photo browsing on a home TV. The developed
library exploits Wii-sensor data and employs a hidden Markov model for training
and recognizing user-chosen gestures. Our evaluation shows that we can already
recognize gestures with a small number of training samples. In addition to the
gesture recognition we also present our experiences with the Wii-controller and
the implementation of the gesture recognition. The system forms the basis for
our ongoing work on multimodal intuitive media browsing and are available to
other researchers in the field. Keywords: Wiimote, gesture recognition, tangible user interfaces | |||
| Studying applications for touch-enabled mobile phone keypads | | BIBAK | Full-Text | 15-18 | |
| Paul Holleis; Jussi Huhtala; Jonna Häkkilä | |||
| We present a platform to evaluate mobile phone applications that make use of
an additional dimension for key presses. Using capacitive sensors on each key,
merely touching buttons as well as the force of the press can be measured. A
set of applications well known from current mobile phones has been extended
with functionality exploiting those new possibilities. The results of a study
undertaken with this prototype are presented and conclusions are drawn for the
design and implementation of such applications. Keywords: capacitive touch sensing, haptic input, mobile phone interaction, small
device user interface, user studies | |||
| Using actuated devices in location-aware systems | | BIBAK | Full-Text | 19-26 | |
| Mike Fraser; Kirsten Cater; Paul Duff | |||
| Location-aware systems have traditionally left mobility to the user through
carrying, supporting and manipulating the device itself. This design choice has
limited the scale and style of device to corresponding weight and form
constraints. This paper presents a project introducing school children to
location aware systems. We observed that it is hard to notice, physically grasp
and simultaneously share these small personal devices in groups. These
behaviours are partly grounded in the physical device design, but also in the
location awareness model itself, which provides information 'right here' while
the children are looking around and about them. These observations lead us to
suggest the alternative model of pointing at locations so that they can be
noticed and experienced by groups in public places. We further build this
location model into the device itself by introducing actuated components from
robotics to make a location-aware device called 'Limbot' that can be physically
pointed. A preliminary study of the Limbot with the school children indicates
rich sharing behaviours, but that user control of actuation at all points is
critical to the ultimate success of our approach, and further exploration of
our location model is required. Keywords: actuators, human-robot interaction, location awareness, physicality,
pointing, robotics | |||
| Marble track audio manipulator (MTAM): a tangible user interface for audio composition | | BIBAK | Full-Text | 27-30 | |
| Alex Bean; Sabina Siddiqi; Anila Chowdhury; Billy Whited; Orit Shaer; Robert J. K. Jacob | |||
| We created a tangible user interface that allows children to create musical
compositions through constructive play. Our Marble Track Audio Manipulator
(MTAM) is an augmented marble tower construction kit where marbles represent
sound clips and tracks represent different sound effects. To create musical
compositions, children collaboratively build a marble tower and then play their
compositions by dropping marbles into the tower. As marbles roll through the
tower children can interact with the marbles and thus improvise and alter their
musical compositions. By augmenting a popular toy, physically representing
sound clips and effects as well as allowing improvisation, the MTAM system
provides children with a creative, playful, and engaging encounter with music. Keywords: augmented construction kit, children, music, tangible user interface | |||
| A tangible interface for browsing digital photo collections | | BIBAK | Full-Text | 31-32 | |
| Shuo Hsiu Hsu; Sylvie Jumpertz; Pierre Cubaud | |||
| We present a design concept of a tangible user interface for browsing image
contents. A layer structure for image presentation and three kinematical
gestures are proposed to facilitate navigation in the digital photo
collections. We describe how gestures support the photo browsing and how the
visual display is synchronized with gestures. Keywords: collection, gestures, hand kinematics, image browsing | |||
| WiiArts: creating collaborative art experience with WiiRemote interaction | | BIBAK | Full-Text | 33-36 | |
| Hyun-Jean Lee; Hyungsin Kim; Gaurav Gupta; Ali Mazalek | |||
| WiiArts is an experimental video, audio and image processing art project
that makes use of pre-existing sensing technologies provided by Nintendo
WiiRemotes and a Sensor Bar. Currently, most WiiRemote-based physical
interactions have been designed to mimic the gesture of body movement in sports
and other action-based games. These Wii games are generally competitive in
nature, and players interact by responding to predefined interaction rules in
either a single-user or multi-user mode. Making use of the WiiRemote as a
pre-existing tangible and embedded interface, we explore applications that can
engage participants in active and expressive art creation in a collaborative
manner. In this paper, we describe several prototype applications based on this
concept: Illumination (draWiing), Beneath (Waldo), WiiBand, Time Ripples. In
these applications, three interactors can work together to compose both images
and sounds. Keywords: WiiRemotes, collaboration, creative and expressive art experiences,
interactive video and sound, multi-user interaction | |||
| Posey: instrumenting a poseable hub and strut construction toy | | BIBAK | Full-Text | 39-46 | |
| Michael Philetus Weller; Ellen Yi-Luen Do; Mark D. Gross | |||
| We describe Posey, a computationally-enhanced hub-and-strut construction kit
for learning and play. Posey employs a ball and socket connection that allows
users to move the parts of an assembled model. Hubs and struts are optocoupled
through the ball and socket joints using infrared LEDs and photosensors.
Wireless transmitters in the hubs send connection and geometry information to a
host computer. The host computer assembles a representation of the physical
model as the user creates and configures it. Application programs can then use
this representation to control computational models in particular domains. Keywords: construction kits, poseable, tangible, toys | |||
| Strengths and weaknesses of software architectures for the rapid creation of tangible and multimodal interfaces | | BIBAK | Full-Text | 47-54 | |
| Bruno Dumas; Denis Lalanne; Dominique Guinard; Reto Koenig; Rolf Ingold | |||
| This paper reviews the challenges associated with the development of
tangible and multimodal interfaces and exposes our experiences with the
development of three different software architectures to rapidly prototype such
interfaces. The article first reviews the state of the art, and further
compares existing systems with our approaches. Finally, the article stresses
the major issues associated with the development of toolkits allowing the
creation of multimodal and tangible interfaces, and presents our future
objectives. Keywords: multimodal and tangible interfaces, multimodal interaction, software
engineering | |||
| VoodooSketch: extending interactive surfaces with adaptable interface palettes | | BIBAK | Full-Text | 55-58 | |
| Florian Block; Michael Haller; Hans Gellersen; Carl Gutwin; Mark Billinghurst | |||
| VoodooSketch is a system that extends interactive surfaces with physical
interface palettes on which users can dynamically deploy controls as shortcut
to application functionality. The system provides physical 'plug and play'
controls as well as support for sketching of controls, and allows controls to
be associated with application functions via handwritten labels. The system
uses a special digital pen, which writes 'real' ink on the palettes while
functioning as a digital input device on the interactive surfaces. The palettes
can be seamlessly integrated into existing applications, be appropriated by the
user to suit different input requirements, and support new interaction styles
across multiple surfaces, palettes and users. Keywords: adaptable interfaces, physical interfaces, sketched interfaces | |||
| DrawSound: a drawing instrument for sound performance | | BIBAK | Full-Text | 59-62 | |
| Kazuhiro Jo | |||
| DrawSound is a drawing instrument for sound performances that combines
multi-touch input technology with the expressive character of drawing. The
instrument is intended to be used in two different art projects, The SINE WAVE
QUARTET, and aeo. In this paper, we describe the implementation of DrawSound
with three different pens and show how we design the two different sound
performances. We also explain our preliminarily observations about the unique
characters of DrawSound. Keywords: drawing, input technique, sound performance | |||
| HYUI: a visual framework for prototyping hybrid user interfaces | | BIBAK | Full-Text | 63-70 | |
| Christian Geiger; Robin Fritze; Anke Lehmann; Jörg Stöcklein | |||
| This paper describes a pragmatic approach for the design of hybrid user
interfaces based on a number of extensions of an existing 3D authoring system.
We present the design and realization of a visual framework dedicated to the
prototyping of hybrid user interfaces. The rapid development environment was
applied in a teaching context during lectures on advanced user interface
design. The results showed that our framework provides a suitable tool to
quickly design and test hybrid user interfaces. Keywords: 3D authoring, hybrid user interfaces, prototyping | |||
| Controlling data flows between appliances using a camera phone | | BIBAK | Full-Text | 71-74 | |
| Satoru Mitsui; Hiroaki Kimura; Tatsuo Nakajima | |||
| In recent studies, user interaction models for connecting information
appliances to each other using real-world tangible interaction are limited to
specified scenarios or applications. We developed a novel model for connecting
appliances in every scenario based on the extension of the drag-and-drop
interaction metaphor, which has proved acceptable to users. By applying this
model with a camera-phone, we propose an interaction technique that is able to
realize the direction of the data flow between connected appliances. One of the
most important differences from existing research is that our technique enables
users not only to use data files contained by one appliance on another
appliance, but also to associate and configure networked appliances to each
other, in a tangible manner. Keywords: camera phone, controller, inter-appliance connection, interaction technique | |||
| Tangible design support system using RFID technology | | BIBAK | Full-Text | 75-78 | |
| Takuma Hosokawa; Yasuhiko Takeda; Norio Shioiri; Mitsunori Hirano; Kazuhiko Tanaka | |||
| We introduce a tangible design support system using RFID technology. This
system allows users to design their houses on their own through tangible
objects. Building a new house is a big project for many people, and everyone
dreams about freely designing their own house. However, in general, it is
difficult to realize this without architectural knowledge and a high level of
computing skills. Our system employs tangible user interfaces for a user who
has limited or no knowledge to design a new house and investigate the design.
For example, the user can design room layout by paving the design table with
special tiles and customize the room's properties such as wall, floor, or even
furniture by placing miniatures on the table. Through this design process, the
user can identify crucial design elements based on their preferences and make
the right decision as well as allow an architect to understand the user's
preferences. Keywords: CAD, RFID, architectural design, miniature, tangible user interface | |||
| Integration of virtual and real document organization | | BIBAK | Full-Text | 81-88 | |
| Thomas Seifried; Matthew Jervis; Michael Haller; Masood Masoodian; Nicolas Villar | |||
| In most work environments people archive both the real and digital versions
of their documents. But unlike the digital world, in the physical world
locating a document can become a very time consuming task. The reason for this
is the lack of a direct connection between the physical and digital versions of
documents.
The Smart Filing System combines the benefits of the digital and the real world providing an augmented filing cabinet. The system benefits by linking the physical world with the digital desktop world. In our setup, we implemented an add-in for MS OneNote™. Furthermore, real folders and cabinets are extended with devices for direct input and output. This allows us to search and browse through digital documents using MS OneNote™. Simultaneously, our system also allows a feedback in the physical world, by highlighting the corresponding folder in the filing cabinet. In this paper we describe the hardware and software implementation our prototype system, and present the results of a preliminary pilot study of its use. Keywords: digital pen, interactive folder, physical interfaces, smart filing system,
tangible folder, tangible interfaces | |||
| GeoTUI: a tangible user interface for geoscience | | BIBAK | Full-Text | 89-96 | |
| Nadine Couture; Guillaume Rivière; Patrick Reuter | |||
| GeoTUI is a system designed for geophysicists that provides props as
tangible user interface on a tabletop vision-projection system for the
selection of cutting planes on a geographical map of a subsoil model. Our
GeoTUI system allows the geophysicists to manipulate in the same action and
perception space since the movement of the physical artifacts is done on the
tabletop and thus constrained to two dimensions. Consequently, it combines the
advantages of the spontaneous conditions of user interaction that the
geophysicists are commonly used to in their classical paper/pen/ruler
environment with the advantages of the use of powerful geological simulation
software. We conducted an extensive user study in the workplace of the
geophysicists that clearly revealed that using a tangible interaction performs
better than using the standard mouse/keyboard GUI for the cutting line
selection task on a geographical subsoil map. Consequently, it increases the
efficiency for the real-world trade task of hypothesis validation on a subsoil
model. Moreover, this geological user case is complex enough to confirm the
hypothesis that in space-multiplex conditions, specialized devices perform
better than generic ones. Keywords: TUI, geoscience, tabletop, two-handed interaction, user study | |||
| The ColorTable: a design story | | BIBAK | Full-Text | 97-104 | |
| Valérie Maquil; Thomas Psik; Ina Wagner | |||
| The paper describes the design story of the ColorTable, a tangible user
interface in support of urban planners and diverse stakeholders collaboratively
envisioning urban change, which was developed in an iterative process of
design-evaluation-feedback-redesign in a series of workshops with users in the
context of real urban planning projects. It seeks to clarify a number of more
general design issues related to tangible user interfaces -- how to make use of
material and spatial properties in designing both, physical interface and
multiple and simultaneous interactions; how to handle the complexity of urban
projects while keeping interfaces and interactions simple and transparent. Keywords: collaboration, interaction design, participatory design, tangible user
interface | |||
| Squeeze, rock, and roll; can tangible interaction with affective products support stress reduction? | | BIBAK | Full-Text | 105-108 | |
| Miguel Bruns Alonso; David V. Keyson; Caroline C. M. Hummels | |||
| Affective computing focuses on the interpretation of users emotions via
physiological and behavioral inputs. Irrelevant gestures with a pen were found
to increase when users were given a mentally demanding task. Accordingly, an
embedded tangible interface was developed which afforded and measured a rolling
behavior, and guided the user towards reaching a balanced state of movement.
During informal evaluations users acknowledged how the device could contribute
to stress reduction. Conclusion, tangible interfaces appear to offer a
non-obtrusive means towards interpreting and reducing stress in the office work
context. Keywords: affective computing, haptic feedback, stress reduction, stressful behavior,
tangible interaction | |||
| Turning a page on the digital annotation of physical books | | BIBAK | Full-Text | 109-116 | |
| Chih-Sung (Andy) Wu; Susan J. Robinson; Ali Mazalek | |||
| The Graphical User Interface (GUI) has created an efficient work environment
for many applications. However, when users are confined by keyboards and mice,
they lose the ability to interact with the virtual world using habits from the
real world. Our research examine how emerging modes of authorship, such as
wikis, can be used to generate new possibilities for bringing atoms and bits
together for digital annotation. Our goal is to combine the everyday habits in
reading books with emerging digital possibilities.
In this paper, we present a prototype system called WikiTUI, which brings digital media to physical paper books. This system allows readers to access the digital world through fingertip interactions on books, and enables them to share information with other readers using wiki technology. WikiTUI not only bridges the gap between the digital and the physical worlds, but also facilitates multiple contributions to a reference base spanning across these worlds. We present user evaluations of the WikiTUI prototype and discuss research implications. Keywords: CSCW, annotation, augmented books, augmented reality, computer vision,
electronic books, fingertip detection, gestural input, human-computer
interaction, hypermedia, paper-based user interface, tangible user interface,
wiki | |||
| A malleable physical interface for copying, pasting, and organizing digital clips | | BIBAK | Full-Text | 117-120 | |
| Florian Block; Nicolas Villar; Hans Gellersen | |||
| We present a system that extends a typical workstation environment with a
malleable physical interface for working with digital clips. It allows users to
pick digital clips, give each its own dedicated key for direct access, and
combine keys dynamically on a physical surface in a way that inherently
reflects the state of an extended clipboard. The system affords copying and
pasting of multiple clips each directly accessible through its own key
shortcut. The keys can also be dynamically re-arranged to organize clips, and
taken from workstation to another to transport clips, acting simultaneously as
token and as copy-paste-interface for a digital object. Keywords: clipboard extension, physical interfaces | |||
| Xenakis: combining tangible interaction with probability-based musical composition | | BIBAK | Full-Text | 121-124 | |
| Markus Bischof; Bettina Conradi; Peter Lachenmaier; Kai Linde; Max Meier; Philipp Pötzl; Elisabeth André | |||
| In this paper we present the table-based tangible interface application
Xenakis which uses probability models in order to compose music in a way that
can be strongly influenced by the user. Our musical sequencing application is
based on a framework for tangible interfaces with an architecture that is
strongly inspired by the model-view-controller pattern. In addition, we
developed a hardware setup for tangible interfaces and used MatraX for tracking
markers. The sequencer is the first implementation based on this framework. It
allows users to create music simply by moving tangibles on the table. The
graphics engine Horde3D is used to visualize the user-interaction and to show
the relationships between the tangible objects on the table, creating an
appealing audio-visual experience. An evaluation with 37 first time users was
conducted in order to discover the strong and the weak points of such tangible
user interfaces, especially in the context of our application. Keywords: Xenakis, art, composition, music, tangible interface | |||
| BounceSlider: actuated sliders for music performance and composition | | BIBAK | Full-Text | 127-130 | |
| Romain Gabriel; Johan Sandsjö; Ali Shahrokni; Morten Fjeld | |||
| The ForceFeedback Slider (FFS) is a one-dimensional actuated slider using a
motor to produce tangible interaction with position and force as input and
output parameters. To create a new concept, we have built a mixing desk, placed
six FFSs (two implemented here) into a partially realized SliderBox, and added
a LED and two toggle buttons to each slider for additional interactivity. We
have developed a tool called BounceSlider for improvising music. This
application for real time music performance and composition uses a slider
handle that can act as a ball. Users can lift and release the handle to set the
ball in motion and produce a particular sound each time it bounces against the
baseline. Based on physical characteristics, the user can create different
sounds and loops by changing two settings: gravity (speed) and bounce type
(ball physical characteristics). BounceSlider allows the user to create and
save loops of Musical Instrument Digital Interface (Midi) with up to five
sounds at a time. Keywords: bimanual, composition, force feedback, interaction, manipulation,
multimodal, performance, sound, tabletop | |||
| Interact, excite, and feel | | BIBAK | Full-Text | 131-138 | |
| Parisa Eslambolchilar; Rod Murray-Smith | |||
| This paper presents a dynamic system approach to the design of multimodal
interactive systems. We use an example where we support human behavior in a
browsing task, by adapting the dynamics of navigation using speed-dependent
automatic zooming (SDAZ), allowing the user to switch smoothly among different
modes of control. We show how the user's intention is coupled to the browsing
technique via the dynamic model, and how the SDAZ method couples the document
structure to audio samples using a model-based sonification. We demonstrate
that this approach is well suited to mobile and wearable applications, and
audio feedback provides valuable information, supporting intermittent
interaction, i.e. allowing movement-based interaction techniques to continue
while the user is simultaneously involved with real life tasks. Keywords: dynamic continuous interaction, mobile devices, mode switching,
multimodality, sonification, speed-dependent automatic zooming | |||
| Inquiring materials for tangible prototyping | | BIBAK | Full-Text | 139-140 | |
| Alissa N. Antle | |||
| As TUI research moves from technical to empirical studies which explore
theoretical claims, it is important for researchers to be able to quickly and
easily build low fidelity (lo-fi) prototypes to explore the unique features of
interaction that TUIs offer. Currently, the best practices for choosing
prototyping materials are vague at best. In this paper, I present an analysis
of the role of materials in inquiry and propose a set of criteria for
evaluating the suitability of lo-fi prototyping materials. Keywords: low fidelity prototyping, tangibles | |||
| Back to the sandbox: playful interaction with granules landscapes | | BIBAK | Full-Text | 141-144 | |
| Steffi Beckhaus; Roland Schröder-Kroll; Martin Berghoff | |||
| We present a novel, tangible interface demonstrated by means of the artwork,
GranulatSynthese, an installation for the intuitive, tangible creation of
ambient, meditative audio-visuals. The interface uses granules distributed over
a tabletop surface and combines them with rear-projected visuals and
dynamically selected sound samples. The haptic landscape can be explored with
the hands, shaped into both hills and open space and composed intuitively.
Form, position, and size of cleared table areas control parameters of the
computer generated audio-visuals. GranulatSynthese is a meditative application,
which invites to either play or step back, watching the visuals and sounds
evolve. The installation has proven very accessible. It is inviting and
absorbing for a long time for many visitors to the installation. Keywords: continuous TUIs, innovative human computer interaction, interactive
audio-visual installation, music tables | |||
| SpeakCup: simplicity, BABL, and shape change | | BIBAK | Full-Text | 145-146 | |
| Jamie Zigelbaum; Angela Chang; James Gouldstone; Joshua Jen Monzen; Hiroshi Ishii | |||
| In this paper we present SpeakCup, a simple tangible interface that uses
shape change to convey meaning in its interaction design. SpeakCup is a voice
recorder in the form of a soft silicone disk with embedded sensors and
actuators. Advances in sensor technology and material science have provided new
ways for users to interact with computational devices. Rather than issuing
commands to a system via abstract and multi-purpose buttons the door is open
for more nuanced and application-specific approaches. Here we explore the
coupling of shape and action in an interface designed for simplicity while
discussing some questions that we have encountered along the way. Keywords: calm computing, shape change, simplicity, tangible interaction | |||
| RENATI: recontextualizing narratives for tangible interfaces | | BIBAK | Full-Text | 147-148 | |
| Ayoka Chenzira; Yanfeng Chen; Ali Mazalek | |||
| RENATI is an acronym for recontextualizing narratives for tangible
interfaces. It serves as an umbrella term for our art/research experiments
within a hybrid environment that uses oral narratives, and non-generative and
immersive art with sensing technologies to create tangible narratives. In this
paper we introduce our first prototype, which uses a custom-built mannequin to
allow viewers to engage with a multi-viewpoint story titled Flying Over
Purgatory. Keywords: character, design, interactive environments, interactive storytelling,
interactive video installation, multimedia storytelling, multiple
point-of-view, narrative, physical interaction, tangible interaction, tangible
interface | |||
| A representation approach to conceptualizing tangible learning environments | | BIBAK | Full-Text | 151-158 | |
| Sara Price | |||
| Tangibles, in the form of physical artefacts embedded with sensor
technologies, offer the opportunity to exploit and build on our everyday
interaction and experience with the world, enabling new forms of engagement and
access to tools for supporting learning. The implications for learning are
considerable, potentially bringing about a radical change in the way we
conceptualise learning and learning activities. However, we know little about
the specific learning benefits, and currently lack an effective structure
within which to establish them. Although several frameworks have been proposed
for conceptualizing tangible environments, none highlight the central role that
external representations have in tangible environments. This paper argues for
the importance of placing primary emphasis on representation, and the role that
this might play in mediating interaction and cognition in tangible
environments. The representation-tangible relationship is outlined, together
with their differential potentials for learning. Based on this the paper then
proposes a conceptual framework for systematically investigating how different
ways of linking digital information with physical artefacts influence
interaction and cognition, to gain a clearer understanding of their role for
learning. Keywords: cognition, conceptual framework, learning, representation, tangible
environments | |||
| Let me actuate you | | BIBAK | Full-Text | 159-166 | |
| Bart Hengeveld; Caroline Hummels; Kees Overbeeke; Riny Voort; Hans van Balkom; Jan de Moor | |||
| In this paper we focus on two aspects of Tangible Interaction that have our
particular interest: 1) the added value of tangibility when designing
interfaces for toddlers and 2) the value of actuators. Especially the latter is
something that in our opinion has been under-investigated within the field of
Tangible and Embedded Interaction. In this paper we will address the
abovementioned topics by giving examples from the LinguaBytes project, which is
aimed at developing an intelligent interactive play and learning environment
for toddlers with multiple disabilities. These two aspects of Tangible
Interaction have our particular interest since we see that multi-handicapped
children could benefit highly from Tangible Interaction, but often lack the
necessary bodily skills. Using actuators could offer these children
possibilities to become more autonomous, thus enhancing their self-esteem and
motivation. We feel that our work could not only benefit multi-handicapped
toddlers in particular, but could also be used to design interactions that are
more respectful to heterogeneous users in general. Keywords: actuation, adaptivity, bodily skills, interactive toys, language
development, multi-handicapped children, tangible interaction | |||
| The robot is the program: interacting with roBlocks | | BIBAK | Full-Text | 167-168 | |
| Eric Schweikardt; Mark D. Gross | |||
| The roBlocks construction kit is a tangible concurrent programming
environment that encapsulates sensory, kinetic, and computational behavior in
modular building block units that snap together to construct robots. The choice
of a protocol for propagating values through the constructed robot affects its
behavior. Keywords: construction, distributed, programming, robot, toy | |||
| ActionCube: a tangible mobile gesture interaction tutorial | | BIBAK | Full-Text | 169-172 | |
| Jukka Linjama; Panu Korpipää; Juha Kela; Tapani Rantakokko | |||
| This study addresses the issue of how to aid adoption of new interaction
means for mobile devices. The research problem is how to promote and guide the
use of new movement interaction modalities to a novice user, who has no prior
knowledge of gesture control. The aim was to create a pleasurable experience
that invites users to learn how mobile device movement control works. The main
contribution is an interaction tutorial application that combines gesture
control with a physical visual tangible object in a mobile device,
demonstrating interaction elements that are potentially applicable in future
mobile devices. Keywords: feedback, gesture input, haptic interaction, sound, vibration | |||
| E-scale: unity of location and time, increasing bandwidth and enhancing physical learning does matter | | BIBAK | Full-Text | 173-176 | |
| Caroline Hummels; Kees Overbeeke | |||
| In this paper we explain that we focus on tangible interaction, because the
physical world is inherently meaningful for people, i.e. we perceive the world
in terms of what we can do with it, in terms of our skills. By physically
interacting with the world this meaning emanates. We elucidate this principle
by means of E-scale, a tangible device to enter answers on questionnaires into
a computer. Meaning is created by coupling the graphical layout of the scales
on the questionnaires, to the layout of buttons on E-scale, and by enabling to
slide down E-scale along the scales while entering data. The results from our
experiment show that unity of location and time, increasing bandwidth by
controlling multiple parameters simultaneously and physical learning and thus
development of bodily skills, increase usability (reduce time) as well as
experience (overall satisfaction). We hope that sharing the rationale behind
our TEI designs and research might contribute to the discussion about the
strengths and weaknesses of TEI. Keywords: dexterity, meaning, motor skills, tangible interaction, usability | |||
| Making sense of group interaction in an ambient intelligent environment for physical play | | BIBAK | Full-Text | 179-186 | |
| Ron Wakkary; Marek Hatala; Ying Jiang; Milena Droumeva; Malahat Hosseini | |||
| This paper presents the results of a study on group interaction with a
prototype known as socio-ec(h)o. socio-ec(h)o explores the design of sensing
and display, user modeling, and interaction in an embedded interaction system
utilizing a game structure. Our study involved the playing of our prototype
system by thirty-six (36) participants grouped into teams of four (4). Our aim
was to determine heuristics that we could use to further design the interaction
and user model approaches for group and embodied interaction systems. We
analyzed group interaction and performance based on factors of team cohesion
and goal focus. We found that with our system, these factors alone could not
explain performance. However, when transitions in the degrees of each factor,
i.e. high, medium or low are considered, a clearer picture for performance
emerges. The significance of the results is that they describe recognizable
factors for positive group interaction. Keywords: ambient display, embodiment, games, groups, play, responsive environment | |||
| Action and reaction for physical map interfaces | | BIBAK | Full-Text | 187-190 | |
| David J. Chatting | |||
| In this paper we present experimental results measuring the success of users
manipulating a physical map interface to navigate to specific locations. We
evaluate four different mappings between the action of the user and the
reaction of the display, two where axis act consistently and two where they are
inconsistent. Consistent mappings outperform those that are not and of these
one mapping is significantly better and quicker to learn. Measures of error,
speed of completion and reports of difficulty and task enjoyment support this.
We use this to make specific recommendations for such interfaces and highlight
new challenges. Keywords: accelerometer, maps, motion, physical interfaces | |||
| Are tangibles more fun?: comparing children's enjoyment and engagement using physical, graphical and tangible user interfaces | | BIBAK | Full-Text | 191-198 | |
| Lesley Xie; Alissa N. Antle; Nima Motamedi | |||
| This paper presents the results of an exploratory comparative study in which
we investigated the relationship between interface style and school-aged
children's enjoyment and engagement while doing puzzles. Pairs of participants
played with a jigsaw puzzle that was implemented using three different
interface styles: physical (traditional), graphical and tangible. In order to
investigate interactional differences between the three interface styles, we
recorded subjective ratings of enjoyment, three related subscales, measured
times and counts of behavioral based indications of engagement. Qualitative
analysis based on observational notes and audio responses to open interview
questions helped contextualize the quantitative findings and provided key
insights into interactional differences not apparent in the quantitative
findings. We summarize our main findings and discuss the design implications
for tangible user interfaces. Keywords: children, engagement, enjoyment, interface style, play, puzzles, tangible
user interfaces | |||
| Connectibles: tangible social networks | | BIBAK | Full-Text | 199-206 | |
| Jeevan J. Kalanithi; V. Michael, Jr. Bove | |||
| This paper presents "Connectibles," a prototype instantiation of a tangible
social network, a new type of social network application rooted in physical
objects and real world social behavior. This research is inspired by
theoretical work that suggests that gifts act as physical symbols of social
relationships. The Connectibles system leverages gift-giving practices,
presenting users with gift objects ("connectibles") that they exchange with one
another. These objects automatically form always-on communication channels
between givers and receivers. As a user collects more and more of these
objects, he or she begins to acquire a dynamic, physical representation of and
interface to her social network. The community of users' interactions
implicitly represent the structure of the social network; these data can be
accessed with a GUI application, allowing users to explore and interact with
their social network. This system was implemented and subject to three user
studies. The overarching goal of this work is to examine how a set of devices
might naturally and harmoniously interface the physical, virtual and social
worlds. Keywords: PC-based social network, communicative social object, connectibles,
friendFrame, gift, social object, tangible social network | |||
| Black box: exploring simple electronic interaction | | BIBAK | Full-Text | 207-208 | |
| Kristina Andersen | |||
| This paper proposes a series of simple interactive boxes designed to
investigate children's experience and understanding of abstract electronic
interaction. The black box project is the first step of an investigation into
the width of the potential uses of electronic sensing devices. Keywords: children, electronics, interaction, perception | |||
| Tangible menus and interaction trays: core tangibles for common physical/digital activities | | BIBAK | Full-Text | 209-212 | |
| Brygg Ullmer; Rajesh Sankaran; Srikanth Jandhyala; Blake Tregre; Cornelius Toole; Karun Kallakuri; Christopher Laan; Matthew Hess; Farid Harhad; Urban Wiggins; Shining Sun | |||
| We introduce core tangibles: physical interaction elements which serve
common roles across a variety of tangible and embedded interfaces. We describe
two such tangibles: tangible menus and interaction trays. These may be composed
together to dynamically bind discrete and continuous interactors to various
digital behaviors. We discuss our approach, implementation, and early usage
experiences. Keywords: blades+tiles, core tangibles, interaction trays, tangible menus | |||
| A touching harmony: MIDAS in artistic practice | | BIBAK | Full-Text | 213-214 | |
| Kevin Muise; Ji-Dong Yim | |||
| Advances in technology provide artists with new opportunities for developing
engaging works, however these often push the artist's technical ability. We
address this issue in demonstrating that MIDAS can be applied to artistic
practices with relative ease and at a low cost. The authors present, as a case
study, A Touching Harmony -- a flexible screen-based installation that explores
depth as variable within user-interaction. We discuss the use of MIDAS within
the implementation of the installation. Keywords: audio, sensor toolkit, tactile interfaces, touchscreen | |||
| Robotany and Lichtung: a contribution to phenomenological dialogue | | BIBAK | Full-Text | 217-220 | |
| Jill Coffin | |||
| This paper discusses phenomenological structures relevant to tangible and
embedded interaction through a phenomenological interpretation of an
interactive art piece. This discussion distinguishes between two basic
traditions in phenomenological philosophy, the Husserlian and the Heideggerian.
In addition, it illustrates the notions of Lichtung, intentionality, Verhalten,
ready-to-hand and present-at-hand. The paper concludes with some implications
of a Heideggerian phenomenological framework. Keywords: Heidegger, Husserl, embodiment, ethics, hybrid, interactive art,
phenomenology, robot | |||
| Sprout I/O: a texturally rich interface | | BIBAK | Full-Text | 221-222 | |
| Marcelo Coelho; Pattie Maes | |||
| In this paper we describe Sprout I/O, a novel haptic interface for tactile
and visual communication. Sprout I/O combines textiles and shape-memory alloys
to create a soft and kinetic membrane with truly co-located input and output.
We describe implementation details, the affordances made possible by the use of
smart materials in human computer interaction and possible applications for
this technology. Keywords: co-located I/O, haptics, kinetic interface, shape-memory alloy, smart
materials | |||
| Towards a new set of ideals: consequences of the practice turn in tangible interaction | | BIBAK | Full-Text | 223-230 | |
| Ylva Fernaeus; Jakob Tholander; Martin Jonsson | |||
| The practice-oriented turn in social sciences has implied a series of
fundamental consequences and design challenges for HCI in general, and
particularly in tangible interaction research. This could be interpreted as a
move away from scientific ideals based on a modernist tradition, reflected in
four contemporary themes in tangible interaction research. The first theme
concerns a shift from an information centric to an action centric perspective
on interaction. The second concerns a broadened focus from studying properties
of the system, to instead aim at supporting qualities of the activity of using
a system. The third concerns the general shift towards supporting sharable use,
rather than primarily individual use settings. The last theme concerns the
shift towards multiple and subjective interpretation of how to use new
technological artefacts. We discuss how these themes are grounded in
theoretical as well as more concrete technical developments in the area of
tangible computing. Keywords: practice turn, tangible interaction, theoretical foundations | |||
| Murmur: kinetic relief sculpture, multi-sensory display, listening machine | | BIBAK | Full-Text | 231-238 | |
| Aimee Rydarowski; Ozge Samanci; Ali Mazalek | |||
| In this paper we describe the concept, design, and implementation of Murmur,
an interactive kinetic display made of one hundred computer CPU fans. Murmur
responds to sound input from its environment via embedded microphones to
produce patterns on a reactive surface. The reactive surface consists of hinged
paper pieces situated in front of each fan. When activated by sonic elements in
the environment, including sounds intentionally generated by an interactor,
Murmur responds by turning on and off its fans in a sequence. The wind pressure
generated by the movement of the fans stimulates the surface, forcing the paper
up and out to create a variety of dynamic patterns. Each pattern represents
characteristics of the sonic environment. We also analyze the feedback received
from the interactors and discuss the possible ways of making the interaction
more immersive. Keywords: CPU fan, ambient displays, information visualization, interactive art,
mechatronic art, multi-sensory displays, wiring | |||
| Cooking up real world business applications combining physicality, digitality, and image schemas | | BIBAK | Full-Text | 239-246 | |
| Jörn Hurtienne; Johann Habakuk Israel; Katharina Weber | |||
| Tangible interaction research has opened up new ways to interact with
computers and extended our imagination of what is possible with digital
systems. However, research on tangible user interfaces (TUI) seems to have lost
sight of the everyday situation of the majority of people who still work with
standard computer systems. This paper investigates a design process for
applying TUI in a GUI dominated domain while preserving the functionality of
the traditional systems. We exemplify a user centered design process using (1)
image schemas as a meta-language for analysis and design and (2) a systematic
function allocation of digital and physical user interface elements. We
demonstrate this process in the context of the redesign of an invoice
verification and posting system of a German beverage company. Keywords: ERP system, PIBA-DIBA lists, digitality, function allocation, graphical user
interfaces, image schemas, physicality, tangible user interfaces, user centered
design | |||
| Contact management on the wall: a card-game metaphor for large displays | | BIBAK | Full-Text | 247-250 | |
| Mirko Fetter; Tom Gross | |||
| Tangible and embedded computing brings technology integrates digital
technology in the physical environment of everyday life. Thereby, families in
private households are increasingly researched and supported. In this paper we
present the concept and implementation of the FamilyFaces -- a contact
management tool supporting families when managing their contacts and
information disclosure, and we report on initial user feedback. FamilyFaces is
based on a card-game metaphor on large displays to provide wide-spread access
to family members, from teenagers to grandparents. Keywords: card-game metaphor, contact management, everyday computing, large displays,
selective information disclosure | |||
| Pragmatic haptics | | BIBAK | Full-Text | 251-254 | |
| Angela Chang; James Gouldstone; Jamie Zigelbaum; Hiroshi Ishii | |||
| This paper explores situations in which interfaces may be improved or
simplified by switching feedback modalities. Due to availability of and
familiarity with audio/visual technologies, many interfaces provide feedback
via audio/visual pathways when a haptic pathway would best serve. The authors
present a series of interface designs in which simple and inexpensive choices
allow for reduction of cognitive complexity by allowing mental simplicity
rather than technological familiarity to dictate design of information
transmission. Keywords: haptics, interaction design, tangible interfaces | |||