| Intelligent physical modelling systems: why? | | BIBAK | Full-Text | 1-2 | |
| John Hamilton Frazer | |||
| "What did you think you were doing?" Was the question posed by the
conference organizers to me as the inventor and constructor of the first
working Tangible Interfaces over 40 years ago. I think the question was
intended to encourage me to talk about the underlying ideas and intentionality
rather than describe an endless sequence of electronic bricks and that is what
I shall do in this presentation. In the sixties the prevalent idea for a
graphics interface was an analogue with sketching which was to somehow be
understood by the computer as three dimensional form. I rebelled against this
notion for reasons which I will explain in the presentation and instead came up
with tangible physical three dimensional intelligent objects.
I called these first prototypes "Intelligent Physical Modelling Systems" which is a really dumb name for an obvious concept. I am eternally grateful to Hiroshi Ishii for coining the term "Tangible User Interfaces" -- the same idea but with a much smarter name. Another motivator was user involvement in the design process, and that led to the Generator (1979) project with Cedric Price for the world's first intelligent building capable of organizing itself in response to the appetites of the users. The working model of that project is in MoMA. And the same motivation led to a self builders design kit (1980) for Walter Segal which facilitated self-builders to design their own houses. And indeed as the organizer's question implied, the motivation and intentionality of these projects developed over the years in step with advancing technology. The speaker will attempt to articulate these changes with medical, psychological and educational examples. Much of this later work indeed stemming from the Media Lab where we are talking. Related topics such as "tangible thinking" and "intelligent teacups" will be introduced and the presentation will end with some speculations for the future. The presentation will be given against a background of images of early prototypes many of which have never been previously published. Keywords: architecture, design, tangible user interface | |||
| Vik Muniz | | BIBAK | Full-Text | 3-4 | |
| Vik Muniz | |||
| At his TEI 2010 keynote, Muniz will present a selection of his work since
the beginning of his career. Keywords: art | |||
| Spatial sketch: bridging between movement & fabrication | | BIBAK | Full-Text | 5-12 | |
| Karl D. D. Willis; Juncong Lin; Jun Mitani; Takeo Igarashi | |||
| Spatial Sketch is a three-dimensional (3D) sketch application that bridges
between physical movement and the fabrication of objects in the real world via
cut planar materials. This paper explores the rationale and details behind the
development of the Spatial Sketch application, and presents our observations
from user testing and a hands-on lamp shade design workshop. Finally we reflect
upon the relevance of embodied forms of human computer interaction for use in
digital fabrication. Keywords: 3d interfaces, creativity, design, drawing, embodied interaction,
fabrication, rapid prototyping, sketching | |||
| Touch & talk: contextualizing remote touch for affective interaction | | BIBAK | Full-Text | 13-20 | |
| Rongrong Wang; Francis Quek | |||
| Touch is a unique channel in affect conveyance. A significant aspect of this
uniqueness is that the relation of touch to affect is immediate, without the
need for symbolic encoding and decoding. However, most pioneering research work
in developing remote touch technologies, result in the use of touch as a
symbolic channel either by design or user decision. We present a review of
relevant psychological and sociological literature of touch and propose a model
of immediacy of the touch channel for conveyance of affect. We posit that the
strategic provision of contextualizing channels will liberate touch to assume
its role in affect conveyance. Armed with this analysis, we propose two design
guidelines: first, the touch channel needs to be coupled with other
communication channels to clarify its meaning; second, encourage the use touch
as an immediate channel by not assigning any symbolic meaning to touch
interactions. We proceed to describe our haptic interface design based on these
guidelines. Our in-lab experiment shows that remote touch reinforces the
meaning of a symbolic channel reducing sadness significantly and showing a
trend to reduce general negative mood and to reinforce joviality. Keywords: affective interaction, haptic interface, remote touch | |||
| Feeling the beat where it counts: fostering multi-limb rhythm skills with the haptic drum kit | | BIBAK | Full-Text | 21-28 | |
| Simon Holland; Anders J. Bouwer; Mathew Dalgelish; Topi M. Hurtig | |||
| This paper introduces a tool known as the Haptic Drum Kit, which employs
four computer-controlled vibrotactile devices, one attached to each wrist and
ankle. In the applications discussed here, haptic pulses are used to guide the
playing, on a drum kit, of rhythmic patterns that require multi-limb
co-ordination. The immediate aim is to foster rhythm skills and multi-limb
coordination. A broader aim is to systematically develop skills in recognizing,
identifying, memorizing, retaining, analyzing, reproducing, and composing
polyphonic rhythms. We consider the implications of three different theories
for this approach: the work of the music educator Dalcroze (1865-1950 [1]; the
entrainment theory of human rhythm perception and production [2,3]; and sensory
motor contingency theory [4]. In this paper we report on a design study; and
identify and discuss a variety of emerging design issues. The study
demonstrates that beginning drummers are able to learn intricate drum patterns
from haptic stimuli alone. Keywords: dalcroze, embodied cognition, entrainment, guidance, haptic drum kit, haptic
interaction, instruction, multi-limb coordination, polyphonic rhythm, rhythm,
sensory motor contingency, temporal patterns, vibrotactile | |||
| The peppermill: a human-powered user interface device | | BIBAK | Full-Text | 29-32 | |
| Nicolas Villar; Steve Hodges | |||
| A human-powered user interface device sources its power from the physical
effort required to operate it. This paper describes a technique by which a
geared DC motor and a simple circuit can be used to enable interaction-powered
rotary input devices. When turned, the circuit provides a temporary power
source for an embedded device, and doubles as a sensor that provides
information about the direction and rate of input. As a proof of concept, we
have developed a general-purpose wireless input device -- called the Peppermill
-- and illustrate its capabilities by using it as a remote control for a
multimedia-browsing application. Keywords: human-powered electronics, input devices | |||
| SOPHYA: a system for digital management of ordered physical document collections | | BIBAK | Full-Text | 33-40 | |
| Matthew G. Jervis; Masood Masoodian | |||
| In recent years several systems have been developed to integrate the
management of physical and digital documents and artefacts. These systems,
which often rely on technologies such as RFID, generally detect the location of
a digitally tagged item within a collection, with varying degrees of location
sensitivity, ranging from a room to a smaller container such as a filing
cabinet or briefcase. Despite their obvious value, such systems are not capable
of detecting the precise location and ordering of individual items within the
managed collection of items. In this paper we present the second generation of
our earlier prototype system, called SOPHYA, which utilises a wired technology
to allow management and retrieval of documents and artefacts within ordered
collections. Keywords: ordered document management, physical artefacts, physical documents,
physical interfaces, smart filing system, tangible interfaces | |||
| Revealing the invisible: visualizing the location and event flow of distributed physical devices | | BIBAK | Full-Text | 41-48 | |
| Nicolai Marquardt; Tom Gross; Sheelagh Carpendale; Saul Greenberg | |||
| Distributed physical user interfaces comprise networked sensors, actuators
and other devices attached to a variety of computers in different locations.
Developing such systems is no easy task. It is hard to track the location and
status of component devices, even harder to understand, validate, test and
debug how events are transmitted between devices, and hardest yet to see if the
overall system behaves correctly. Our Visual Environment Explorer supports
developers of these systems by visualizing the location and status of
individual and/or aggregate devices. It visualizes the current event flow
between devices as they are received and transmitted, as well as the event
history. Events are displayable at various levels of detail. The visualization
also shows the activity of applications that use these physical devices. The
tool is highly interactive: developers can explore system behavior through
spatial navigation, zooming, multiple simultaneous views, event filtering,
details-on-demand, and time-dependent semantic zooming. Keywords: distributed systems, event flow visualization, geographical map overlays,
physical and tangible interfaces, prototyping | |||
| DisplayObjects: prototyping functional physical interfaces on 3d styrofoam, paper or cardboard models | | BIBAK | Full-Text | 49-56 | |
| Eric Akaoka; Tim Ginn; Roel Vertegaal | |||
| This paper introduces DisplayObjects, a rapid prototyping workbench that
allows functional interfaces to be projected onto real 3D physical prototypes.
DisplayObjects uses a Vicon motion capture system to track the location of
physical models. 3D software renditions of the 3D physical model are then
texture-mapped with interactive behavior and projected back onto the physical
model to allow real-time interactions with the object. We discuss the
implementation of the system, as well as a selection of one and two-handed
interaction techniques for DisplayObjects. We conclude with a design case that
comments on some of the early design experiences with the system. Keywords: augmented reality, early prototyping, organic user interfaces, physical user
interfaces | |||
| Coming to grips with the objects we grasp: detecting interactions with efficient wrist-worn sensors | | BIBAK | Full-Text | 57-64 | |
| Eugen Berlin; Jun Liu; Kristof van Laerhoven; Bernt Schiele | |||
| The use of a wrist-worn sensor that is able to read nearby RFID tags and the
wearer's gestures has been suggested frequently as a way to both detect the
objects we interact with and to identify the interaction. Making such a
prototype feasible for longer-term deployments is far from solved however, as
plenty of challenges remain in the hardware, embedded algorithms, and the
overall design of such a bracelet-like device. This paper presents several of
the challenges that emerged during the development of a functioning prototype
that is able to sense interaction data for several days. We focus in particular
on RFID tag reading range optimization, efficient data logging methods,
meaningful evaluation techniques, and long-term deployments. Keywords: gesture detection, wearable interaction, wrist-worn RFID | |||
| ChainMail: a configurable multimodal lining to enable sensate surfaces and interactive objects | | BIBAK | Full-Text | 65-72 | |
| Behram F. T. Mistree; Joseph A. Paradiso | |||
| The ChainMail system is a scalable electronic sensate skin that is designed
as a dense sensor network. ChainMail is built from small (1"x1") rigid circuit
boards attached to their neighbors with flexible interconnects that allow the
skin to be conformally arranged and manipulated. Each board contains an
embedded processor together with a suite of thirteen sensors, providing dense,
multimodal capture of proximate and contact phenomena. This system forms a
sensate lining that can be applied to an object, device, or surface to enable
interactivity. Under extended testing, we demonstrate a flexible skin to detect
and respond to a variety of stimuli while running quickly and efficiently. Keywords: dense sensor network, electronic skin., sensate media, sensing fabric | |||
| Scanning FTIR: unobtrusive optoelectronic multi-touch sensing through waveguide transmissivity imaging | | BIBAK | Full-Text | 73-76 | |
| Jon Moeller; Andruid Kerne | |||
| We describe a new method of multi-touch sensing which can be unobtrusively
added to existing displays. By coupling individually controlled optoelectronics
to the edge of a planar waveguide, our scanning approach overcomes prior
disadvantages of optoelectronic multi-touch sensing. Our approach allows for a
completely transparent touch surface and easy integration with existing LCD
displays. Keywords: frustrated total internal reflection, input devices, interfaces,
multi-touch, tactile, touch | |||
| Towards tabletop interaction with everyday artifacts via pressure imaging | | BIBAK | Full-Text | 77-84 | |
| Clemens Holzmann; Andreas Hader | |||
| Tangible user interfaces enable the interaction with digital information
through the physical world. For the binding of physical representations with
the underlying digital information, technology-augmented artifacts and
environments are used. Characteristic for tangible user interfaces is the use
of physical artifacts which are either dedicated to or augmented for the
purpose of serving as input devices. However, relying on special artifacts
limits the widespread use of tangible user interfaces, as they are not suitable
for many everyday situations in which we interact with arbitrary artifacts that
are not part of the interface. In this paper, we present a novel prototype of a
tabletop tangible user interface which is based on pressure imaging. It
identifies physical artifacts that are placed on the table by their weight,
shape and size, thus enabling the use of a wide range of technology-free
artifacts as input devices. We describe the underlying technologies and
methods, and discuss the results of a first experiment which shows the
recognition accuracy of the presented tabletop interface. Among the positioning
of artifacts, their identification is a prerequisite for further interaction
modalities and applications. For the recognition of everyday artifacts, a
score-based classifier and a set of shape- and weight-based features have been
used. The determination of the position of an artifact is fairly simple, as it
can be achieved directly from its pressure footprint. Keywords: classification, pressure imaging, tabletop interaction, tangible user
interface, technology-free everyday artifacts, ubiquitous computing | |||
| SKIN: designing aesthetic interactive surfaces | | BIBAK | Full-Text | 85-92 | |
| Heekyoung Jung; Youngsuk L. Altieri; Jeffrey Bardzell | |||
| In this paper we propose SKIN as an interdisciplinary design approach for
sophisticated interactive surfaces, with an emphasis on their meanings and
aesthetic qualities. SKIN: Surface Kinetics INterface, aims at integrating
concept-driven design process and exploratory critical engagement with forms
and materials into current user-centered design approaches in HCI research. The
procedures of developing three design concepts and prototyping one of them --
an interactive lampshade -- are described in detail to illustrate the proposed
approach. The narrative of the design process is followed by a pilot study and
designer reflection, suggesting the broader epistemological and methodological
implications of this kind of approach. Keywords: aesthetics, designerly approach, interactive surfaces, meanings, metaphor
from living creatures | |||
| Cartouche: conventions for tangibles bridging diverse interactive systems | | BIBAK | Full-Text | 93-100 | |
| Brygg Ullmer; Zachary Dever; Rajesh Sankaran; Cornelius, Jr. Toole; Chase Freeman; Brooke Cassady; Cole Wiley; Mohamed Diabi; Alvin, Jr. Wallace; Michael DeLatin; Blake Tregre; Kexi Liu; Srikanth Jandhyala; Robert Kooima; Chris Branton; Rod Parker | |||
| We describe an approach for a class of tangible interaction elements that
are applicable across a broad variety of interactive systems. These tangibles
share certain physical, visual, tagging, and software conventions, while
fostering diversity in many aspects of design and function. Building on related
techniques using paper and graspable artifacts as interactive embodiments of
digital information, we propose several fixed and free parameters, present
illustrative examples and applications, and discuss the resulting design space. Keywords: cartouche tangibles, core tangibles, domain tangibles, reality-based
interaction, tangible interfaces, tangible menus | |||
| Creative idea exploration within the structure of a guiding framework: the card brainstorming game | | BIBAK | Full-Text | 101-108 | |
| Eva Hornecker | |||
| I present a card brainstorming exercise that transforms a conceptual
tangible interaction framework into a tool for creative dialogue and discuss
the experiences made in using it. Ten sessions with this card game demonstrate
the frameworks' versatility and utility. Observation and participant feedback
highlight the value of a provocative question format and of the metaphor of a
card game. Keywords: analysis, creativity, design, embodied, ideation, tangible | |||
| Whack gestures: inexact and inattentive interaction with mobile devices | | BIBAK | Full-Text | 109-112 | |
| Scott E. Hudson; Chris Harrison; Beverly L. Harrison; Anthony LaMarca | |||
| We introduce Whack Gestures, an inexact and inattentive interaction
technique. This approach seeks to provide a simple means to interact with
devices with minimal attention from the user -- in particular, without the use
of fine motor skills or detailed visual attention (requirements found in nearly
all conventional interaction techniques). For mobile devices, this could enable
interaction without "getting it out," grasping, or even glancing at the device.
This class of techniques is suitable for a small number of simple but common
interactions that could be carried out in an extremely lightweight fashion
without disrupting other activities. With Whack Gestures, users can interact by
striking a device with the open palm or heel of the hand. We briefly discuss
the development and use of a preliminary version of this technique and show
that implementations with high accuracy and a low false positive rate are
feasible. Keywords: adaptive user interfaces, gesture-based interfaces, lightweight interaction,
physical interaction, sensing | |||
| Light bodies: exploring interactions with responsive lights | | BIBAK | Full-Text | 113-120 | |
| Susanne Seitinger; Daniel M. Taub; Alex S. Taylor | |||
| "Light bodies" are mobile and portable, hand-held lights that respond to
audio and vibration input. The motivation to build these devices is grounded in
a historical reinterpretation of street lighting. Before fixed infrastructure
illuminated cities at night, people carried lanterns with them to make their
presence known. Using this as our starting point, we asked how we might engage
people in more actively shaping the lightscapes which surround them. We
prototyped a first iteration of sound and vibration responsive, LED-based
coloured lights that we placed in three different settings including a
choreographed dance performance, an outdoor public installation and an
audio-visual event. We report on our experiences with these preliminary
investigations. Keywords: ambient displays, interactive installation, physical pixels, responsive
lighting | |||
| Electronic popables: exploring paper-based computing through an interactive pop-up book | | BIBAK | Full-Text | 121-128 | |
| Jie Qi; Leah Buechley | |||
| We have developed an interactive pop-up book called Electronic Popables to
explore paper-based computing. Our book integrates traditional pop-up
mechanisms with thin, flexible, paper-based electronics and the result is an
artifact that looks and functions much like an ordinary pop-up, but has added
elements of dynamic interactivity. This paper introduces the book and, through
it, a library of paper-based sensors and a suite of paper-electronics
construction techniques. We also reflect on the unique and under-explored
opportunities that arise from combining material experimentation, artistic
design, and engineering. Keywords: arduino, conductive paint, magnetic paper, paper computing, paper
electronics, paper-crafts, pop-up book | |||
| Captain electric and battery boy: prototypes for wearable power-generating artifacts | | BIBAK | Full-Text | 129-136 | |
| Joanna Berzowska; Marc Beaulieu; Vincent Leclerc; Gaia Orain; Catherine Marchand; Catou Cournoyer; Emily Paris; Lois Frankel; Miliana Sesartic | |||
| "Captain Electric and Battery Boy" refers to an ongoing research project
that aims to develop electronic garments and wearable artifacts that harness
power from the body and use that energy to actuate co-located electronic
components. This paper will discuss two initial stages of the collaborative
design process, which led to concepts and prototypes that seamlessly integrate
technical constraints within design aesthetics. The first stage took place
during a winter 2008 design course where students were presented with a brief
to create an artifact for "Human-Powered Illumination." The second consisted of
a two-week intensive workshop with a selection of the original students, held
in the summer of 2008 at XS Labs. Finally, we will briefly present the final
outcome. Keywords: electronic garments, human-generated power, wearable technology | |||
| Texturing the "material turn" in interaction design | | BIBAK | Full-Text | 137-144 | |
| Erica Robles; Mikael Wiberg | |||
| Advances in the creation of computational materials are transforming our
thinking about relations between the physical and digital. In this paper we
characterize this transformation as a "material turn" within the field of
interaction design. Central to theorizing tangibility, we advocate supporting
this turn by developing a vocabulary capable of articulating strategies for
computational material design. By exploring the term texture, a material
property signifying relations between surfaces, structures, and forms, we
demonstrate how concepts spanning the physical and digital benefit interaction
design. We ground texture in case study of the Icehotel, a spectacular frozen
edifice. The site demonstrates how a mundane material can be re-imagined as
precious and novel. By focusing on the texture of ice, designers craft its
extension into the realm of computational materiality. Tracing this process of
aligning the physical and digital via the material and social construction of
textures speaks back to the broader field of interaction design. It
demonstrates how the process of crafting alliances between new and old
materials requires both taking seriously the materialities of both, and then
organizing their relation in terms of commonalities rather than differences.
The result is a way of speaking about computational materials through a more
textured lens. Keywords: architecture, computational material, design theory, icehotel, interaction
design, interactive architecture, sweden, tangible interaction, texture | |||
| Action and representation in tangible systems: implications for design of learning interactions | | BIBAK | Full-Text | 145-152 | |
| Sara Price; Jennifer G. Sheridan; Taciana Pontual Falcão | |||
| In tangible learning systems, the facility to promote physically active
engagement highlights the need to understand how different designs impact on
action and interaction, and the subsequent implications for learning. This
paper draws on studies involving two tangible learning systems to analyse the
effect of design choices on the kinds of (inter)actions engendered and how they
create, shape and constrain different learning opportunities. Main findings
suggest the need to promote and allow for different kinds of opportunities for
conceptual reflection within the collective physical interaction; the
importance of balancing collective representations and individual action-effect
links; and the need to enhance appropriate awareness when dealing with several
loci of attention. Keywords: action, design, interaction, learning opportunities, tangible systems | |||
| Tangibles in the balance: a discovery learning task with physical or graphical materials | | BIBAK | Full-Text | 153-160 | |
| Paul Marshall; Peter C.-H. Cheng; Rosemary Luckin | |||
| An assumption behind much work on the use of tangibles for learning is that
there are individual cognitive benefits related to the physical manipulation of
materials. However, previous work that has shown learning benefits in using
physical materials often hasn't adequately controlled for the covariates of
physicality.
In this paper, we describe a study where we compared the effects on adults' discovery learning on a balance beam task of using either physical or graphical materials and with either control or no control over the design of experiments. No effects were found of either the type of learning material or the level of control over the experimental design. Keywords: balance beam task, graphical, physical, tangibles | |||
| Culturally sensible digital place-making: design of the mediated xicanindio resolana | | BIBAK | Full-Text | 161-168 | |
| Christopher Martinez; Randy Kemp; David Birchfield; Ellen Campana; Todd Ingalls; A Gkisedtanamoogk | |||
| Mediated XicanIndio Resolana is an interactive rhetorical space where
multiple participants engage in three rounds of verbal discourse surrounding a
special topic (Figure 1.1). In this space, discourse is coupled with the
manipulation of digital media through cultural interaction protocols and
symbolic gestures. Our aim is to use this system to conduct social and cultural
work in middle and high school classrooms. As a design team that includes
Chicano and Native American designers, we seek to express respectful and
appropriate design sensibilities that derive from indigenous epistemologies. To
achieve this we have sought critical feedback through our cross-cultural
partnerships with members of various indigenous communities.
In this paper, we will present (a) the theoretical foundations and educational needs that govern our design, (b) a design overview of the Mediated XicanIndio Resolana, and (c) the lessons we have learned through community discourse regarding the cultural sensibilities of our work. Keywords: cultural interface, culturally sensible design, indigenous media,
mixed-reality learning, social interaction | |||
| Interactions around a contextually embedded system | | BIBAK | Full-Text | 169-176 | |
| Eva Hornecker | |||
| This paper discusses observations of visitor interactions around a museum
installation, focusing on how physical setup and shape of two variants of the
installation, a telescope-like viewer and a barrier-free screen, shaped visitor
experiences and interactions around and with the system. The analysis
investigates contextual embedding, and how the two system variants affected
people's ability of sharing the experience and negotiating use. Keywords: co-experience, context, cscw, embedded, externalization, interactivity,
museum, shareability, tangible | |||
| An empirical evaluation of touch and tangible interfaces for tabletop displays | | BIBAK | Full-Text | 177-184 | |
| Aurélien Lucchi; Patrick Jermann; Guillaume Zufferey; Pierre Dillenbourg | |||
| Tabletop systems have become quite popular in recent years, during which
there was considerable enthusiasm for the development of new interfaces. In
this paper, we establish a comparison between touch and tangible interfaces. We
set up an experiment involving several actions like translation and rotation.
We recruited 40 participants to take part in a user study and we present our
results with a discussion on the design of touch and tangible interfaces. Our
contribution is an empirical study showing that overall, the tangible interface
is much faster but under certain conditions, the touch interface could gain the
upper hand. Keywords: hci, interface, tabletop, tangible, touch | |||
| A general education course in tangible interaction design | | BIBAK | Full-Text | 185-188 | |
| Fred G. Martin; Karen E. Roehr | |||
| The authors created a general education undergraduate course, Tangible
Interaction Design. We describe our learning goals, the course structure,
"Tiddles" (in-class exercises that promote creativity), and three student final
projects. The paper contributes to the literature on teaching interaction
design by describing what's achievable with undergraduates at a public
university in a general education context. Keywords: arts, computing, creativity, sensors, tangible interaction | |||
| Myglobe: a navigation service based on cognitive maps | | BIBAK | Full-Text | 189-192 | |
| Takuo Imbe; Fumitaka Ozaki; Shin Kiyasu; Yusuke Mizukami; Shuichi Ishibashi; Masa Inakage; Naohito Okude; Adrian D. Cheok; Masahiko Inami; Maki Sugimoto | |||
| Myglobe is a user generated navigation service that enables users to share
each cognitive map with one another. Cognitive map is a personalized map, shape
of which is emphasized according to user's preference and activity in the city.
It facilitates users to look back on their own city and have a new
understanding by using an application in smart phones and physically
interacting with a globe shaped device. In this paper, we present Myglobe
service for users to achieve a new city experience with cognitive maps. Keywords: cognitive map, interaction design, locative media | |||
| TextDraw: a prototype for gestural typesetting | | BIBAK | Full-Text | 193-198 | |
| Travis Kirton; Pamela L. Jennings; Hideaki Ogawa | |||
| This paper considers a new approach that allows for the creation of
typographic works through gestural interaction. It describes a prototype
application called TextDraw, which is designed to introduce new techniques for
typesetting opened up by gesture and tangible manipulation. Previous work
explored the implications of tangible-surface interaction in the context of
Surface Games; specifically, how the combination of multi-touch and tangible
objects can extend the paradigm of board games in new directions. TextDraw also
looks toward tangible-surface interaction and the idea that associating
functions to gestures combined with new tangible tools will result in radically
new methodologies for design, artistic and poetic expression of typographic
works. Furthermore, while artworks created with TextDraw are presented, this
paper focuses on the introduction / implication of our prototype. Keywords: gestural typesetting, interaction, moveable type, multi-touch, tangible,
typography | |||
| Tangible jukebox: back to palpable music | | BIBAK | Full-Text | 199-202 | |
| Daniel Gallardo; Sergi Jordà | |||
| Since commercial musical recordings became available about a century ago and
until very recently, they had always been distributed by means of a physical
support. Nowadays that record companies have ultimately started to distribute
music over the Internet, "music" does not use physical space anymore, and we
can now store amazingly large music collection in our computers or portable
music players. But this etherealness does not come without some drawbacks, such
as browsing by the covers or organizing and grouping elements or collections.
In this paper we propose a system in which files (intangible) become physical objects again, thus recovering part of the mysticism related with vinyls or compact discs, without loosing most of the benefits inherent to digital data, and applying at the same time some advantages that tangible and tabletop interfaces can offer. Complementarily, and from a more agnostic perspective, this paper also starts to explore on the tangible manipulation of sets or collections of items. Keywords: collection, files, interface, music, player, playlist, tabletop, tangible,
user | |||
| TessalTable: tile-based creation of patterns and images | | BIBAK | Full-Text | 203-204 | |
| Abel Allison; Sean Follmer; Hayes Raffle | |||
| In this paper we introduce the TessalTable, a collaborative play system for
learning about tessellations and symmetry through augmented pattern blocks.
Children use tiles to "pick up" a piece of an image or video. The tiles act as
containers for visual content which can be arranged and rearranged anywhere on
the application surface. The tile-based controls allow for simultaneous
multi-user input. A preliminary study found that children understand and engage
with the interface. The ability to arrange and rearrange dynamic images invites
users to explore geometric patterns and connected motion. Keywords: building blocks, children, collaboration, creativity, input device, tangible
user interface | |||
| Interactive paper devices: end-user design & fabrication | | BIBAK | Full-Text | 205-212 | |
| Greg Saul; Cheng Xu; Mark D. Gross | |||
| We describe a family of interactive devices made from paper and simple
electronics: Paper Robots, Paper Speakers and Paper Lamps. We developed
construction techniques for these paper devices and the Paper Factory software
with which novice users can create and build their own designs. The process and
materials support DIY design and could be used with low-cost production and
shipment from an external service. Keywords: co-creation, evolutionary design, paper computing | |||
| valeo: alienation gesture-enhanced tactile pain logging | | BIBAK | Full-Text | 213-216 | |
| Matthias Löwe; Omer Yosha; Alexander Krause; Reto Wettach; Nils Krüger | |||
| In current healthcare research, pain logs are an important means to measure
the impact of medication and to detect pain patterns. However, the entry of
textual pain data may be negatively reinforcing, due to its character of direct
confrontation with one's pain, potentially leading to a higher pain awareness.
This paper introduces valeo, a new form of a tactile pain log, which is based
on a vibrotactile, pressure- and tilt-sensitive device. Future iterations will
also include body part recognition. By squeezing it close to one's own body,
the subjective intensity of a local pain is manifested in the device. Via a
shove gesture, it is then transmitted to a docking station. Advantageously, the
pain data is covert and conceptually alienated from the patient's body, which
may support a possible relief. A proof-of-concept prototype and a user study
indicate that our concept is perceived as convenient and reduces negative
conditioning. Keywords: alienation, gestures, log, medical, pain, pressure, psychological effect,
relief, rich vibrotactile feedback, tilt | |||
| Using gestures on mobile phones to create SMS comics | | BIBAK | Full-Text | 217-220 | |
| Vidya Setlur; Agathe Battestini; Timothy Sohn; Hiroshi Horii | |||
| SMS messages provide an easy and simple method to communicate with others.
These short messages are useful, but can sometimes feel restricted due to the
limitations of textual communication. The ability to express subtle nuances and
contexts around the message could help add enjoyment and amplify the emotions
being expressed by the mobile user. We present SensorComix, a new way of
creating comics using SMS messages combined with gestures on mobile phones.
Comics are automatically generated from users' SMS messages, and augmented with
visual icons based on the performed gestures. We demonstrate that gestures
mapped to comics can help influence the expressiveness of messages sent by
mobile users. Keywords: comics, gestures, mobile phones, sms | |||
| The peppermill: a human-powered user interface device | | BIBAK | Full-Text | 29-32 | |
| Nicolas Villar; Steve Hodges | |||
| A human-powered user interface device sources its power from the physical
effort required to operate it. This paper describes a technique by which a
geared DC motor and a simple circuit can be used to enable interaction-powered
rotary input devices. When turned, the circuit provides a temporary power
source for an embedded device, and doubles as a sensor that provides
information about the direction and rate of input. As a proof of concept, we
have developed a general-purpose wireless input device -- called the Peppermill
-- and illustrate its capabilities by using it as a remote control for a
multimedia-browsing application. Keywords: human-powered electronics, input devices | |||
| Relief: a scalable actuated shape display | | BIBAK | Full-Text | 221-222 | |
| Daniel Leithinger; Hiroshi Ishii | |||
| Relief is an actuated tabletop display, which is able to render and animate
three-dimensional shapes with a malleable surface. It allows users to
experience and form digital models like geographical terrain in an intuitive
manner. The tabletop surface is actuated by an array of 120 motorized pins,
which are controlled with a low-cost, scalable platform built upon open-source
hardware and software tools. Each pin can be addressed individually and senses
user input like pulling and pushing. Keywords: haptic display, pin array, relief interface, shape display, tangible input | |||
| Hands and fingers: a mobile platform for a person-centric network of computational objects | | BIBAK | Full-Text | 223-226 | |
| John Kestner; Henry Holtzman | |||
| We describe a practical vision of ubiquitous computing with tangible
interfaces, that orbits around an individual and is mediated by his or her
personal consumer electronic devices. We illustrate this with a software and
hardware platform for creating a personal area network of information
accessories, connecting people physically with network-accessible information.
The toolkit hardware consists of a Bluetooth-connected microcontroller to which input sensors and output actuators are connected. The software component consists of a networking library residing on the microcontroller, and a corresponding application on a handheld consumer electronics device that routes data between the Bluetooth modules and the Internet. This platform is used to create three examples of locally networked consumer objects that expose their inputs and outputs to a wide area network. Keywords: interaction prototyping platform, mobile computing, ubiquitous computing,
wearable computing | |||
| An LED-based multitouch sensor for LCD screens | | BIBAK | Full-Text | 227-230 | |
| Florian Echtler; Thomas Pototschnig; Gudrun Klinker | |||
| In recent years, a large number of multitouch sensor concepts have been
presented. Particularly optical sensors are highly popular due to their
versatility. However, especially camera-based systems often require a
significant amount of space behind the screen and are not well suited to
flatscreen-based setups. While integrated sensors for flatscreens have already
been presented, they are mostly complex, expensive or both.
To address these problems, a novel type of multitouch sensor is presented which extends a common LCD monitor with multitouch capabilities without significant depth requirements. The sensor consists of a homogeneous matrix of cheap, mass-produced infrared LEDs. The LCD surface remains unmodified, resulting in a pleasant haptic experience for the user. Keywords: led sensing, multitouch, optical sensor, sensor hardware | |||
| Think globally, build locally: a technological platform for low-cost, open-source, locally-assembled programmable bricks for education | | BIBAK | Full-Text | 231-232 | |
| Arnan Sipitakiat; Paulo Blikstein | |||
| "Programmable bricks" are microcontroller-based devices that can be used in
various educational projects, such as robotic prototypes, environmental
sensing, and interactive art. They have been used in educational settings for
many years, but particularly in developing countries their penetration has been
limited due either to unavailability or prohibitive cost. In this paper, we
discuss recent work on the GoGo Board, an open-source, extensible, low-cost
programmable brick mainly designed for developing countries. We discuss the
board's main design principles, which were based on our extensive fieldwork, as
well as implication for learning activities, the use of low-cost materials, and
local construction of boards. We use data and observations from studies in
several countries such as Brazil, Mexico, and Thailand. Keywords: appropriate technologies, construction kits, constructionism, educational
robotics, open-source, probeware | |||
| Physics on display: tangible graphics on hexagonal bezel-less screens | | BIBAK | Full-Text | 233-236 | |
| Mike Rooke; Roel Vertegaal | |||
| In this paper, we present a tiled display system made out of hexagonal
cardboard screens with no visible bezel. Use of a bezel-less hexagonal form
factor allows users to build larger multiform displays out of smaller tiles.
Individual display tiles can be picked up to allow tangible interactions with
physics simulations that are rendered onto the individual tiles. The corners of
each hexagon are marked with invisible infrared retro-reflective dots. Computer
vision is used to track the 3D location and orientation of these tiles. Our
prototype projects back images onto each individual display. This allows for a
seamless interaction experience that anticipates wireless Organic LED
technology. We discuss a number of applications and interaction techniques for
compound cardboard displays, which include tilting, rotating, moving and
touching of tiles. Keywords: augmented reality, organic user interfaces, paper interfaces, tangible user
interface | |||
| Traditional games meet ICT: a case study on go game augmentation | | BIBAK | Full-Text | 237-240 | |
| Takahiro Iwata; Tetsuo Yamabe; Mikko Polojärvi; Tatsuo Nakajima | |||
| While pervasive technologies explore new gaming styles, traditional games,
such as cards and tabletop games are still appealing and have various
irreplaceable flavors. We point out that tangible game objects and spatial
interactions amplify emotional impacts in gaming; and the advantage cannot be
reproduced in completely digitalized games. Thus we propose the concept of
augmented traditional games, which aims at extending game features without
losing original look-and-feel. In this paper, we introduce a case study on
augmenting the game of Go. Our prototype supports several game modes, for
example, a self-training mode for beginners. Based on an experimental study
with the prototype, we discuss human factor issues in game design. We also
suggest an augmentation framework for a wider range of traditional games as
future work. Keywords: augmented reality, entertainment computing, tangible interaction | |||
| FlexiKnobs: bridging the gap between mouse interaction and hardware controllers | | BIBAK | Full-Text | 241-244 | |
| Kristian Gohlke; Michael Hlatky; Sebastian Heise; Jörn Loviscach | |||
| Parameters in audio or video editing applications can mostly be controlled
by a variety of hardware devices such as MIDI controllers. These, however,
usually feature only a limited number of physical knobs arranged in a fixed
layout. The hundreds of parameters offered by typical editing software across
dozens of windows with distinct arrangements of on-screen controls are hard to
map to such a fixed physical interface. To improve this, we have built a set of
wireless, mouse-like devices enhanced with rotary controllers aiming at
integrating the flexibility and transparency of mouse interaction with the
benefits of physical controllers. Our software enables the simultaneous use of
several of these knobs with a large variety of standard software. Keywords: a/v editing, multiple cursors, tangible user interfaces | |||
| FlyEye: grasp-sensitive surfaces using optical fiber | | BIBAK | Full-Text | 245-248 | |
| Raphael Wimmer | |||
| This paper presents a method for prototyping grasp-sensitive surfaces using
optical fibers. In this system one end of a fiber bundle is attached to an
image sensor. The other ends of the individual fibers are attached to distinct
points of a surface. Thus the image sensor can detect changes in light
reception caused by a hand covering the surface. By emitting infrared light
through the surface and measuring the amount of reflected light the system can
also recognize touch and proximity. Mapping between pixels on the image sensor
and fiber positions on the surface is generated by a relative calibration
method. This setup allows to quickly build grasp-sensitive objects without
electronics skills. Keywords: computer vision, grasp recognition, optical fiber, tangible user interface | |||
| Shape-changing mobiles: tapering in one-dimensional deformational displays in mobile phones | | BIBAK | Full-Text | 249-252 | |
| Fabian Hemmert; Susann Hamann; Matthias Löwe; Anne Wohlauf; Gesche Joost | |||
| In this paper, we present a new shape-based display technique for mobile
phones: A rotatory deformation of the phone's chassis, resulting in a tapering
between the phone's front and back panel. It draws on proprioceptive skills of
the human hand, which we hypothesize to be sensitive to paralellism and
tapering of two opposing panels.
We present a number of applications for such an actuation system: Interactive Feedback, User Notification, and Ambient Display. The proposed system is evaluated in a user study, which results point to certain advantages, as well as drawbacks, in comparison to other mobile actuation systems. We conclude by discussing areas in which tapering-based deformational displays may be used advantageously, and how the proposed system may be improved in the future. Keywords: ambient display, feedback, hand, haptic, mobile phone, notification, shape
change, tactile, tapering | |||
| A 6DoF fiducial tracking method based on topological region adjacency and angle information for tangible interaction | | BIBAK | Full-Text | 253-256 | |
| Hiroki Nishino | |||
| In this paper, we describe a new method for camera-based fiducial tracking.
Our new method is based on the combination of topological region adjacency and
angle information, where as related works by Johnston's RAG target [7],
Costanza's D-Touch [3], and Kaltenbrunner's reacTIVision [2] are based on the
uniqueness of the topological region adjacency structure.
Such a combination of the topological region adjacency and angle information enables a wider unique ID range, while maintaining the merit of fast and robust fiducial tracking in topology-based approach. Our method makes it possible to obtain the 6 degrees-of-freedom (6DoF). Such problems of a narrow unique ID range and lack of 6DoF information have been the main deficits in most systems based on topological region adjacency approach, when compared to other fiducial tracking methods. Keywords: computer vision, fiducial tracking, human computer interface, tangible
interaction | |||
| Constructing with movement: kinematics | | BIBAK | Full-Text | 257-260 | |
| Leonhard Oschuetz; Daniel Wessolek; Wolfgang Sattler | |||
| This paper describes Kinematics: a novel construction toy for children
consisting of both active (shape-changing or rotating) and passive building
blocks. In comparison to similar systems, the active components of Kinematics
do not require programming or recording. This allows children to focus on
reassembly and direct observation of the resulting movement from simple changes
made to a constructed structure.
The gameplay of Kinematics is similar to classic construction games; by re-combining different elements, one can assemble increasingly complex structures. The shape-changing/rotating feature of the active blocks results in movement of the whole structure. The geometric shapes of these blocks are cubes, cuboids, cylinders, and triangular prisms. Plug-and-socket connectors (TRRS jacks) hold the blocks together and are the pivot points for rotating. They also provide data and power lines. Through simply rotating a single element, or putting it in a different position within the structure, the child can directly and intuitively manipulate the resulting movement. We propose Kinematics as a playful, intuitive, and haptic way of learning about motion in the physical world. Keywords: children, digital manipulative, education, learning, modular, programming by
demonstration, robotics, tangible interface, toy | |||
| g-stalt: a chirocentric, spatiotemporal, and telekinetic gestural interface | | BIBAK | Full-Text | 261-264 | |
| Jamie Zigelbaum; Alan Browning; Daniel Leithinger; Olivier Bau; Hiroshi Ishii | |||
| In this paper we present g-stalt, a gestural interface for interacting with
video. g-stalt is built upon the g-speak spatial operating environment (SOE)
from Oblong Industries. The version of g-stalt presented here is realized as a
three-dimensional graphical space filled with over 60 cartoons. These cartoons
can be viewed and rearranged along with their metadata using a specialized
gesture set. g-stalt is designed to be chirocentric, spatiotemporal, and
telekinetic. Keywords: 3d, chirocentric, g-speak, gestural interface, gesture, pinch,
spatiotemporal, telekinetic, video | |||
| Making digital leaf collages with blow painting! | | BIBAK | Full-Text | 265-268 | |
| Yang-Ting Shen; Ellen Yi-Luen Do | |||
| We present a novel play interface called Blow Painting that enables people
to create leaf collage paintings on a digital canvas by blowing at a toy
windmill. The toy windmill detects the blowing action and direction with its
embedded microphone and rotation sensor. Four kinds of leaf "stencils" (Red
Maple, Sugar Maple, Hickory and White Oak) are embedded in the transparent RFID
sheets to be placed under the windmill for the play interaction. We describe
the motivation, system components, an informal pilot test, and discuss
directions for future work. Keywords: blowing, collage, daily experience, embodiment, interaction, leaf stencils,
painting, play, rfid, tangible object | |||
| Liquids, smoke, and soap bubbles: reflections on materials for ephemeral user interfaces | | BIBAK | Full-Text | 269-270 | |
| Axel Sylvester; Tanja Döring; Albrecht Schmidt | |||
| In this paper we inquire material qualities for tangible user interfaces and
introduce the term "ephemeral user interface". We present an example user
interface that employs fragile soap bubbles for human-computer interaction: the
user has to move or blow bubbles over a dark liquid surface in order to
interact with a computer system. Our installation uses liquid, smoke, and soap
bubbles as unusual and transient materials that demand a very cautious and calm
handling, and furthermore elude the complete control of users, as the bubbles
inevitably burst after a short while. Thus, the soap bubble interface provokes
thoughts about durability, control, and materiality of tangible user
interfaces. Keywords: ephemeral user interfaces, interactive art installation, materiality, soap
bubbles, tangible user interfaces | |||
| ToonTastic: a global storytelling network for kids, by kids | | BIBAK | Full-Text | 271-274 | |
| Andy Russell | |||
| Creativity, collaboration, and cultural understanding are becoming
increasingly important in our workplace and society. As educators, we are
therefore challenged to create new opportunities for children to express their
ideas and share their work in collaboratively playful settings, both locally
and online the world over. ToonTastic is a storytelling and animation tool that
empowers young children to create their own cartoons and share their stories
with other children around the world. The software is designed to be used with
custom-built multi-pen interactive displays for arts and technology museums,
but can also be used online with a conventional mouse. Our goal is to build an
online Global Storytelling Network that will inspire creative collaboration and
spread cultural understanding through the power of story. Keywords: animation, interactive display, multi-pen, storytelling | |||
| Music-touch shoes: vibrotactile interface for hearing impaired dancers | | BIBAK | Full-Text | 275-276 | |
| Lining Yao; Yan Shi; Hengfeng Chi; Xiaoyu Ji; Fangtian Ying | |||
| The hearing handicapped children show a penchant for dancing and dance plays
an essential part in education of deaf children. This paper introduces the
Music-touch Shoes, a pair of shoes particularly designed for hearing
handicapped dancers: The rhythm and tempo of music can be communicated and
perceived through the vibrotactile interaction. The vibrotactile interface is
applied to shoes because feet are among the body parts which are most directly
involved in performing dancing rhythm. The different sequences, intensity and
frequency of vibrations reflect different rhythm and tempo of music. This
project sought to explore a way of making up for the shortage of hearing
ability through interaction with other senses, such as vibrotactile sense, to
fulfill the same dancing entertainment demand of the hearing handicapped
people. Keywords: hearing impaired dancers, music rhythm and tempo, vibrotactile interface | |||
| Silent mutations: physical-digital interactions in spaces | | BIBAK | Full-Text | 277-278 | |
| Claudia Rébola Winegarden; Nicholas Komor; Scott M. Gilliland | |||
| Many installations research efforts today explore how to engage participants
with embedded digital content and applications in interactive environments. Yet
the interactive design is largely determined by the constraints and
requirements of the underlying sensing technologies. Such constrains result in
a limited dialog between the user and the interactive installations. Silent
Mutations is an interactive installation that is controlled by
participants/users moving throughout the space. The installation has been
conceived as a material and immaterial reflection of our relationship with
physical environments and embedded technologies. The goal of developing the
installation was to offer a valid questioning of the current responsiveness of
interactive installations and advance a designed interactive environment
towards engaging narrative conversations of people with physical spaces.
Between analog and digital, using simple hardware systems coupled with sensing
technologies, a cognitive space was created with conversational emerging
behaviors for human communication. Keywords: design, interactive environments, sensing technologies, tangible interaction | |||
| Anxiety of patients in the waiting room of the emergency department | | BIBAK | Full-Text | 279-286 | |
| JungKyoon Yoon; Marieke Sonneveld | |||
| This study aims at understanding the patient's experience in the waiting
room of the emergency department. The research explores and unveils the context
and interactions in the waiting room and the factors that cause anxiety. As a
result, a service that helps patients moderate anxiety has been developed.
For the research, 12 patients and their family members were observed, and an interview with the head of the department was conducted. These methods were used to answer the following research questions: How do people experience the waiting room in the emergency department? How can the negative aspects be relieved? The main findings of this study reveal distrust between the patients and staff of the hospital, the patients' consistent focus on their status, and an uncertainty about the waiting time. The focus of this study is on alleviating these negative aspects by enabling patients to acquire sufficient information about the procedure and the waiting time. Keywords: anxiety, emergency department, hospital, patients, waiting | |||
| StitchRV: multi-camera fiducial tracking | | BIBAK | Full-Text | 287-290 | |
| Sijie Wang; Allen Bevans; Alissa N. Antle | |||
| StitchRV is a fiducial and touch-tracking engine based on the popular
reacTIVision fiducial tracking system. StitchRV combines video input from
multiple cameras in real time, and can be customized for a wide range of
hardware and fiducial tracking applications through the high-performace rapid
prototyping environment openFrameworks. The multi-camera approach facilitated
by StitchRV also allows greater diversity and flexibility than single-camera
systems when designing computer vision based tangible and multitouch
prototypes. Keywords: fiducial markers, multiple camera fiducial tracking, openframeworks,
reactivision, tangible interaction, visual marker tracking | |||
| Interaction design with building facades | | BIBAK | Full-Text | 291-294 | |
| Orkan Telhan; Federico Casalegno; Juhong Park; Sotirios Kotsopoulos; Carl Yu | |||
| In this paper, we discuss our early studies with electronically activated
variable transmission materials (e.g., electrochromic glasses and PDLC films)
for the design of interactive, programmable building facades that exercise
environmentally and socially sustainable building behaviors. We articulate on
the different applications of these facades, such as automated climate
moderation, lighting, view and privacy control, and discuss their aesthetic,
social, and cultural implications in light of new interaction paradigms that
shape the experience of the space that they are manifested in. Keywords: interaction design, interactive facade, smart windows | |||
| WearAir: expressive t-shirts for air quality sensing | | BIBAK | Full-Text | 295-296 | |
| Sunyoung Kim; Eric Paulos; Mark D. Gross | |||
| We designed and prototyped WearAir, an expressive T-shirt to sense the
wearer's surrounding air quality as indicated by the measured volatile organic
compounds (VOCs) and publicly express those levels through visually expressive
patterns. Although poor air quality has been shown to affect human health, our
daily exposure to such pollutants has been inadequately captured and publicly
shared. Our work is designed to accurately measure and publicly express the
immediately local air quality. Obtaining information regarding air quality
indirectly from others might help people to increase their awareness to air
quality. Keywords: air quality, expressive interface, sensing, wearable | |||
| Karma chameleon: bragg fiber jacquard-woven photonic textiles | | BIBAK | Full-Text | 297-298 | |
| Joanna Berzowska; Maksim Skorobogatiy | |||
| Karma Chameleon refers to a series of textile prototypes woven on a Jacquard
loom, using photonic bandgap fibers that have the ability to change color when
illuminated with ambient or transmitted white light. The use of double weave
structures and complex Jacquard patterns allows us to further modulate the
color and patterns on the textile. Keywords: electronic textiles, jacquard weaving., photonic bandgap fibers, photonic
displays | |||
| Objects in play: virtual environments and tactile learning | | BIBAK | Full-Text | 299-300 | |
| Lillian Spina-Caza | |||
| When creating technology environments for children, consideration needs to
be given to how touch, gesture, and physical interactions impact on play and
learning. This is particularly important for video games or educational
software appealing to young people with different learning styles. Children who
are tactile learners are frequently left out of the design equation. New
approaches to tangible design can address this imbalance. Animal Wrangler, a
prototype of a PC-platform videogame the author co-designed for an Experimental
Game Design course, demonstrates objects children encounter in the physical
world -- everyday playthings -- can also be used to enrich virtual play. The
next step is to develop the game prototype for dissertation research and gather
data to help identify potential benefits of mixed reality play for learning,
development, and children's overall well-being. Keywords: child-computer interaction, experimental video games, mixed reality, motion
detection, play, learning and development | |||
| Designing interactive kinetic surfaces for everyday objects and environments | | BIBAK | Full-Text | 301-302 | |
| Hyunjung Kim | |||
| This research focuses on the topic of interactive surfaces, especially those
which embody kinetic interactions. Through the research, I will provide a
definition and a theoretical framework for Interactive Kinetic Surfaces.
Following a research through design approach, I will explore the design space
of the Interactive Kinetic Surfaces and set the guidelines for applying them to
our daily lives. In terms of research implementations, I plan to develop
Kinetic Tiles and Kinetic Bricks, modular construction units of the Interactive
Kinetic Surface. By adopting Interactive Kinetic Surface into the objects and
environments, not only designers but also users will be able to facilitate
responsive, pliant, and self-evolving surfaces, which can be described as a
living interface. The following is a brief summary of the ongoing research. Keywords: interactive kinetic surface, kinetic organic interface | |||
| Swing that thing: moving to move | | BIBAK | Full-Text | 303-304 | |
| Danielle Wilde | |||
| Swing That Thing... is a practice-based doctoral research project that
examines how technology in on and around the body might be used to poeticise
experience. Outcomes include a range of body-worn devices that encourage people
to explore and move in playful ways. The works have evolved from a common
design intent: 'to move the body through real and virtual extension'. By
extending the body, mechanically, gesturally and sensorially we can encourage
people to move in extra-normal ways, so view and experience their bodies from
perhaps hitherto unknown perspectives. This affords insight into how our bodies
can move and what this feels like; individual body-centric learning
preferences; and the idiosyncratic nature of personal, corporeal
expressiveness. The research is leading to a deeper understanding of how
thoughtful applications of technology to the body might uncover our expressive
and poetic potential, and why this might be of value. Keywords: body-worn technologies, core-body engagement, extension, physical
interaction, poetic | |||
| TouchTone: an electronic musical instrument for children with hemiplegic cerebral palsy | | BIBAK | Full-Text | 305-306 | |
| Soumitra Bhat | |||
| Children with hemiplegic cerebral palsy often lack the physical skills to
explore their environment independently, express feelings, communicate, and
successfully participate in social activities. Creative music therapy aims to
improve this situation by specifically addressing the emotional and social
needs of these children. However, to be successful at these levels, the
children need to have basic control over the musical instruments used in the
therapy sessions. Traditional acoustic musical instruments demand high levels
of sensori-motor coordination and precision making them difficult to control --
thus affecting the efficacy of music therapy.
Executed during the Master Design for Interaction at the faculty of Industrial Design Engineering, TU Delft, TouchTone is an electronic musical instrument designed with a vision to develop musical ability, develop bimanual coordination and increase social participation of children with hemiplegia. Keywords: cerebral palsy, children, electronic musical instrument, hemiplegia,
tangible interaction | |||
| The representation and control of time in tangible user interfaces: (summary of PhD research) | | BIBAK | Full-Text | 307-308 | |
| Peter Bennett | |||
| This paper summarises the author's PhD research on the representation and
control of time in tangible user interfaces. The aim of the research is to
create a theoretical framework that can aid the design of new temporal-media
tangible interfaces. Keywords: digital musical instruments, interaction design, music, tangible user
interfaces, temporal media | |||
| Expressive surfaces: a designerly approach for computational objects | | BIBAK | Full-Text | 309-310 | |
| Heekyoung Jung | |||
| I propose the concept of expressive surfaces as a research theme to
investigate and explore aesthetics of computational objects with its emphasis
on forms and materials. In this proposal, I describe some of my preliminary
studies to illustrate how the concept has been developed to my research theme.
Then exploratory examples of expressive surfaces (the sound-sensitive lamp
sculpture and the soft-spiky mouse) are introduced as attempts to specify the
theme into a research agenda for computational objects in terms of concept
development, prototyping and evaluation. Keywords: aesthetics, computational objects, expressive surfaces, tangible/organic
user interfaces | |||
| Input devices and mapping techniques for the intuitive control of composition and editing for digital music | | BIBAK | Full-Text | 311-312 | |
| Chris Kiefer | |||
| This paper describes the work so far on my DPhil research, which falls under
the banner of composition and editing interfaces for digital musicians. Three
new input devices are presented that share the aim of providing a fluid,
intuitive and detailed method of control for musicians. The first system, named
Phalanger, uses computer vision algorithms to track hand movement, and uses
Artificial Intelligence (AI) techniques to interpret the tracking data. The
other two are graspable interfaces that use arrays of sensors and AI techniques
to interpret fine grained hand manipulation. Phalanger is currently undergoing
evaluation using a longitudinal technique based on Gaver's cultural probe. The
next stage in the project is to focus on refining the hardware and mapping
techniques and carry out further evaluations. Keywords: artificial intelligence, gesture, human computer interaction, music,
physical computing | |||
| Recording inner life | | BIBAK | Full-Text | 313-314 | |
| Elisabeth Eichhorn | |||
| "Recording Inner Life" is the title of my master's thesis. It is a system to
express the "inner life" (feelings, affects, and emotions) and record them on a
long-term basis into a computational system. In contrast to a lot of the
research in the field of affective computing this project is not dedicated to
enable machines to detect human emotions but to allow an adequate input for
emotions. It presents "MyInnerLife", a physical input device to express and
record emotions non-verbally. Keywords: diary, emotion, input, non-verbal | |||
| Toys keeping in touch: technologies for distance play | | BIBAK | Full-Text | 315-316 | |
| Natalie Freed | |||
| Collaborative pretend play is significant in the emotional and social
development of young children yet traditional remote communication systems do
not support this type of interaction. This paper introduces a remote
communication system designed to facilitate imaginative play using the novel
approach of a tangible interface specifically for character toys. A dollhouse
enhanced with tangible electronic objects that allow the toy inhabitants of the
house to communicate with the inhabitants of a remote dollhouse was constructed
and evaluated in a pilot study. Keywords: children, remote play, storytelling, tangible interfaces, user interfaces
for toys | |||
| Tangible visualization | | BIBAK | Full-Text | 317-318 | |
| Andy Wu | |||
| In this paper, I propose that visualization should escape the traditional
constraint of the screen and embrace the physical environment to realize more
tangible interactions for manipulating digital information. Keywords: tangible user interface, visualization | |||
| Presenting the cyclotactor project | | BIBAK | Full-Text | 319-320 | |
| Staas de Jong | |||
| The cyclotactor is a novel platform for finger-based tactile interaction
research. The operating principle is to track vertical fingerpad position above
a freely approachable surface aperture, while directly projecting a force on
the same fingerpad. The projected force can be specified in Newtons, with high
temporal resolution. In combination with a relatively low overall latency
between tactile input and output, this is used to work towards the ideal of
instant programmable haptic feedback. This enables support for output across
the continuum between static force levels and vibrotactile feedback, targeting
both the kinesthetic and cutaneous senses of touch. The current state of the
technology is described, and an overview of the research goals of the
cyclotactor project is given. Keywords: haptic surface component, tactile interaction, tactile interface | |||
| A robust and accurate 3d hand posture estimation method for interactive systems | | BIBAK | Full-Text | 321-322 | |
| Emi Tamaki | |||
| In this paper, a new 3D hand posture estimation system using a single camera
and 3 interactive systems are introduced. Existing hand gesture recognition
systems estimate hand's 3D models based on image features such as contour or
skin texture. However, it was difficult to estimate the wrist rotation because
the contour and the texture data do not have enough information to distinguish
hand's sides. To solve this problem, we propose a new 3D hand posture
estimation system that uses data of nail positions. Nail positions are an
important factor to recognize hand's sides. Using nail positions, it becomes
possible to detect whether the camera is facing palm or dorsum. In addition,
nail areas can be robustly extracted from a skin area by a simple image
processing technique. Our Proposed system uses a database consists of data-sets
of the hand's contour, the nail positions, and finger joint angles. To estimate
the hand posture, the system first extracts the hand's contour and the nail
positions from the captured image, and searches for a similar data-set from the
database. The system then outputs the finger joint angles of the searched
data-set. Our experimental results show high accuracy in the hand posture
estimation with the wrist rotation. Keywords: hand gesture, interaction device, robot, tactile feedback | |||
| Move it!: puppetry for creativity | | BIBAK | Full-Text | 323-324 | |
| Jasmine M. Williams | |||
| This project studied the influence of kinesthetic intelligences on
creativity in young children. To understand this relationship preschoolers were
observed in their daycare setting during story-time over a period of four
sessions. During the sessions observations focused on the children's ability to
propose narratives when the teacher used different storytelling methods. The
children's responses were videotaped and coded later for analysis. The coding
was used to calculate the baseline Ideational Fluency of the children. Total
fluency was calculated by adding the number of popular and original responses.
Behavior patterns also emerged from the study. Children generated not only more
responses, but a greater variation in narratives when they were allowed to
interact with tangible characters and act out behaviors. This is part of larger
project to design a toy that fosters children's creativity using tangible
objects and gestures. Keywords: children, creativity, gestures, interactive environments for children,
storytelling, tangible interfaces | |||
| Experience definition through storyboarding | | BIBAK | Full-Text | 325-328 | |
| Sal Cilella; Craighton Berman; Justin Rheinfrank | |||
| The "Experience Definition through Storyboarding" studio will offer
participants the opportunity to design compelling experiences from a
user/audience perspective, using the storyboarding process as the primary
ideation tool.
Studio organizers will present an overview of their methodology, providing examples of their techniques in action and comparing it to other approaches. They will demonstrate how they use storyboarding in their practice, using the same tools and techniques that the studio participants will use. Following the demonstration, participants will form teams and collaboratively design an experience using the storyboarding process. Lastly, studio organizers will facilitate a group critique session and offer closing thoughts on employing this methodology in one's creative TEI practice. Keywords: contextual, human-centered, product definition, prototype, storyboard,
technique, user interface | |||
| TEI 2010 studio description: wireless wearables | | BIBAK | Full-Text | 329-332 | |
| Kate Hartman; Rob Faludi | |||
| This studio will introduce the communication and construction techniques
necessary to create wireless wearable devices. Participants will learn how to
communicate using XBee radios, including digital, analog, input and output
modes along with an overview of other useful features. Participants will also
learn how to translate circuits onto fabric by making flexible, durable, and
attractive connections between components using conductive textiles and
threads. Finally, participants will create a finished garment or accessory that
includes a soft sensor and embedded actuator and is able to transmit &
receive data wirelessly with a neighboring wearable device. Keywords: clothing, conductive textiles, fabric, fashion, lilypad, networks, physical
computing, radios, soft electronics, wearable computing, wireless, xbee, zigbee | |||
| Ambient sites: making tangible the subtle, ephemeral and seemingly silent | | BIBAK | Full-Text | 333-336 | |
| Diane Willow | |||
| Ambient Sites are proximal. At our fingertips, under the soles of our feet,
along the edge of a cheek, they are characterized by the permeability of
boundaries, the sudden awareness of movement, texture, or sound. Commonplace
sensory minutiae remain so in part because we perceive them to be diminutive,
fleeting or indistinct -- mist upon a window, the raised nap of a towel,
momentary contact of heel and toe and cool floor. What happens when we amplify
and make tangible our perception of the subtle, the ephemeral and the seemingly
silent? In this studio we will explore varied modes of attuning to and making
tangible aspects of the everyday that are intimate in scale and inconspicuous
in presence. We will use open source technology and everyday materials to
prototype a participatory installation and to compose sensory and affective
experiences that magnify, amplify and re-scale our perceptions of the sonic,
the tactile and the intermittently visible. Keywords: ambient sites, arduino, ephemeral, experimental, prototype, seemlingly
silent, sensors, subtle, tangible | |||
| Measuring biological signals: concepts and practice | | BIBAK | Full-Text | 337-340 | |
| Sean M. Montgomery | |||
| Participants will learn the conceptual and practical considerations for
measuring biological signals to create dynamic new forms of self awareness,
personal expression and interpersonal communication. Using a provided
breadboard and off-the-shelf electronics (no soldering required), participants
will construct simple circuits and learn the basic concepts required to measure
(1) galvanic skin response (GSR), (2) heart rate (EKG), and (3) brain activity
(EEG) for implementation in wearable devices, art, industrial applications, and
more. Keywords: biofeedback, biological signals, brain, communication, ecg, eeg, ekg,
emotion, expression, galvanic skin response, gsr, heart, heart beat, heart
rate, self-awareness, wearable computing, wearables | |||
| Advanced prototyping with fritzing | | BIBAK | Full-Text | 341-344 | |
| André Knörig; Brendan Howell | |||
| This studio will give participants a hands-on introduction to Fritzing, a
free software tool for advancing electronic prototyping for researchers and
practitioners of tangible, interactive electronics. Participants will bring one
of their hand-wired prototypes (or a concrete concept) and in several steps
learn to document it properly, share it with the community, and turn it into a
professional printed circuit board. Keywords: interactive electronics, physical computing, prototyping, tangible user
interfaces, toolkit, workshop | |||
| BodyHack workshop | | BIBAK | Full-Text | 345-348 | |
| Daito Manabe; Motoi Ishibashi; Seiichi Saito | |||
| In this studio, participants are making their own piece using their own body
as IN PUT DEVICE and also as OUT PUT DEVICE which is controlling / controlled
by computer. When they use their body as INPUT DEVICE, muscle sensor will be
used and when they use their body as OUT PUT DEVICE, electrical stimulation
device for skin will be applied.
As participants try several part of body such as, arm, fingertip, foot and the heart, they can explore their own best way of out put and input system. Other experiment in this workshop will be PUBLISH this sensored data which is directly extracted from human being to server on www network. then we can think about other potential of second use of this data and also social problems which is delivered by this system. Keywords: body, miscellaneous, network, physical computing, sensor | |||
| Making textile sensors from scratch | | BIBAK | Full-Text | 349-352 | |
| Hannah Perner-Wilson; Leah Buechley | |||
| This workshop will explore the use of low-cost materials and tools to build
textile-based interfaces. We will introduce a range of methods for handcrafting
textile sensors and circuitry. Participants will learn techniques developed by
the workshop leaders and will also be encouraged to use our material library to
design their own custom sensors. The goal of the workshop is to familiarize
participants with available electronic textile materials and introduce them to
a variety of sensor and circuitry construction techniques. Keywords: conductive materials, craft, diy, e-textiles, electronic textiles, handmade,
sensors, soft circuitry | |||
| Personalizing your pixels | | BIBAK | Full-Text | 353-356 | |
| John Sarik; Ioannis Kymissis | |||
| Tired of the same old pre-packaged display modules? Does your project need
more visual oomph? Then make your own display! In this studio you will learn
how to design and build novel, application-specific displays. We will cover the
basic operating principles of many popular displays, including
electroluminescent displays, liquid crystal displays, vacuum fluorescent
displays, and organic light-emitting diode (OLED) displays. We will demonstrate
how you can build displays using simple design tools and fabrication
techniques. Finally you will design and build your own screen-printed
electroluminescent display. Keywords: electroluminescent, fabrication, liquid crystal, screen printing | |||
| Empowering programmability for tangibles | | BIBAK | Full-Text | 357-360 | |
| Eric Rosenbaum; Evelyn Eastmond; David Mellis | |||
| Programming microcontrollers for tangible interfaces can be easier and more
accessible than it is now, empowering a broader audience to participate. The
first part of this studio will introduce participants to Scratch for Arduino, a
graphical programming language for controlling the Arduino hardware platform.
The participants will form small groups to create projects using the Arduino in
combination with a kit of input and output devices, and program their
creations' behavior using Scratch for Arduino. In the second part of the
studio, participants will have a chance to get under the hood of the Scratch
for Arduino language and its underlying blocks engine, modifying it or
extending it to work with other tangible kits. We will close with a discussion
about participants' experiences using and modifying Scratch for Arduino and the
blocks engine, comparing them to other environments and considering
possibilities for future work and collaborations. Keywords: arduino, empowerment, graphical programming, scratch | |||
| Make cool things with microcontrollers! | | BIBAK | Full-Text | 361-364 | |
| Mitch Altman | |||
| Anyone can learn how to make cool things with microcontrollers! Even if
you've never even sewn a button, you can actually make a fun, intriguing
project at this studio. Blink lights, hack your brain, play video games, turn
off TVs in public places -- microcontrollers can do it all. This is for all
skill and experience levels. Ages 5 to 100. You can even learn to solder! Learn
all this and more from Mitch Altman, a maker/hacker with decades of teaching
experience. Keywords: actuators, displays, hardware (e.g., input / interaction, interactive art,
sensors | |||
| Wiimote hackery studio proposal | | BIBAK | Full-Text | 365-368 | |
| Amanda Williams; Daniela K. Rosner | |||
| Through reuse, reinvention and modification of materials, people easily
prototype tangible interactive systems and redesign their everyday
environments. Off-the shelf devices, such as the Nintendo Wii remote, provide
one entrance into this world of hackable parts and Do-it-Yourself (DIY)
activity. The Wii remote and extension controllers are a family of easily
available devices whose hackability is informally supported by online DIY
communities. Easy to open and containing joysticks, accelerometers, gyroscopes,
Bluetooth and IR cameras, they are excellent tools for the affordable and rapid
prototyping of tangible interactive systems. In this studio we hope to build
some basic skills to equip participants with the confidence and knowledge to
use these devices in their future prototyping and design efforts. Keywords: diy, hacking, Wii nunchuk, Wii remote | |||
| Development strategies for tangible interaction on horizontal surfaces | | BIBAK | Full-Text | 369-372 | |
| Sergi Jordà; Seth E. Hunter; Pol Pla i Conesa; Daniel Gallardo; Daniel Leithinger; Henry Kaufman; Carles F. Julià; Martin Kaltenbrunner | |||
| Tangible interactions on horizontal surfaces are increasingly relevant for
collaborative applications, embodied interaction, musical performance, and
interaction with 3D information. This unique studio opportunity introduces
approaches to developing applications on four related platforms: the Reactable:
a musical tabletop, and its companion fiducial tracking system reacTIVision,
Microsoft Surface: a commercial multi-touch table, MemTable: a large
interactive tabletop, and Relief: a responsive 3D surface. It will focus on the
unique affordances of multi-input and multi-user event handling shared and
afforded by each of the four platforms. Participants will work in small groups
within some simplified code templates to develop a small applications focused
on co-located input by multiple people, combining the use of tangible objects
and touch input. Keywords: collaborative, design, interactive, MemTable, multi-user, music, reactable,
reactivision, responsive, social, surface, tabletop, tangible, touch | |||
| Introduction to CNC routing for prototyping and manufacturing | | BIBAK | Full-Text | 373-374 | |
| Bill Young; Ted Hall; Grant Bailey | |||
| This Studio will give an introduction to Subtractive Digital Fabrication,
using a ShopBot CNC (Computer Numeric Control) Tool, and explore options for
fast local manufacturing of precise project pieces large and small. It will
involve both theory and hands-on components that will give people involved in
building tangible embedded and embodied interfaces an overview of the processes
involved in creating prototypes and manufacturing components using these type
of tools. Keywords: 3d-printing, cad/cam, cnc, digital fabrication, manufacturing subtractive,
shopbot | |||
| Art-lab-bio-studio (abstract only) | | BIBA | Full-Text | 375 | |
| Christina Nguyen Hung | |||
| In this studio, the concepts of creativity, interface and interaction are reframed and informed by techniques used to grow, and manipulate microorganisms and visualize biological processes. During the studio, participants experiment with techniques commonly used in basic biology labs to create living "drawings" in 100mm, round petri dishes. The studio is designed to provide a context for critical, generative discussion about biologicall-inspired hardware and software systems and interfaces. Further, it is organized around the premise that when we look to the environment for models, we look through the lens of biology, geology, and other related bioscience disciplines. Thus we must consider the technical and cultural limitations this imposes. | |||
| Exertion music workshop (abstract only) | | BIBA | Full-Text | 375 | |
| Noah Vawter | |||
| This workshop explores design assumptions about technology in music. It suggests a new technique of instrument design which integrates human-powered electrical generators. It is intended to open up for discussion the relationship between contemporary electronic instruments, requiring proximity to a power grid, or a steady supply of batteries, and pre-electronic music culture. To explore these hypotheses, some related works and theory will be briefly introduced. Then, a construction project will be undertaken, in which the group constructs prototypical electronic instruments of exertion to take home. | |||
| How to draw yourself with text (abstract only) | | BIBA | Full-Text | 375 | |
| Travis Kirton; Hideaki Ogawa; Eva Schindling | |||
| We describe a studio proposal wherein participants will draw portraits of themselves with text using gestural typesetting software. TextDraw is an application, recently developed at The Banff Centre, which provides multilinear control over the creation of typographic works through gesture-based interfaces. In this studio, participants will be introduced to the idea of gestural typesetting as a technique that diverges radically from modern practice. Participants will work with and explore the functionality of TextDraw while producing print and screen-based self-portraits drawn using images and text of their choosing. This studio will also engage participants in a creative session that looks at the future possibilities for new forms of typesetting tools. | |||
| Integrating old Chinese shadow play-Piying into tangible interaction (abstract only) | | BIBA | Full-Text | 375 | |
| Shi Yan; Yao Lining; Ji Xiaoyu; Ying Fangtian | |||
| Piying is an old Chinese art form and one of the origins of the modern
movie. In Piying, the shadow of fur made characters with delicate carving could
be seen by audience in front of the curtain. The artists behind the curtain
control the actions of shadows using sticks fastened to the characters.
The spirit of traditional Piying performance is to express rich stories and emotion through action change controlled by artists. Now, digital forms of Piying characters can be made as a way of retaining cultural legacy. The thing is how people could interact with the digital characters instead of just watching screen animations without the traditional improvising change. It is an exploration of ways of preserving the classic cultural treasure in a natural and novel way. The studio draws a connection between an old Chinese form and modern-day movies and TEI can provide a fun intersection between culture and creation. | |||
| Link me up: hypertext journalism for TEI10 (abstract only) | | BIBA | Full-Text | 376 | |
| Christian Zoellner; Sascha Bruk; Sabine Fekete | |||
| As many papers report, journalism changes through the shift from paper-based publishing to web publishing. As designers and researchers we have to confront ourselves with this topic as well, because the Internet provides new chances, and of course constraints in generating and transmitting knowledge. The Studio workshop, will show ways of explaining, reporting and displaying content in a hyper text way. This means we will encourage participants to make interviews and report from conference talks to present them later on our conference blog site and integrating the TEI10 twitter account. | |||
| Slow computing gifts (abstract only) | | BIBA | Full-Text | 376 | |
| Winslow Burlson; Camilla Jensen | |||
| Slow Computing: is a transdisciplinary paradigm that celebrates the rich history and evolution of HCI and computational thinking experiences with diverse forms of interactive computing to foster democratic innovation. It appreciates Stonehenge and pyramids' tangible and embodied interactions as culturally integrated, social, communal, sustainable ubiquitous computing. Advancing Froebel's and Resnick's gifts for intrinsically motivated constructionist learning, slow computing gifts: Sundials; Towers of Hanoi puzzles; marble rollercoasters; water-play and Rube-Goldberg machines, enable simple and transparent DIY experiences that foster computational thinking (recursion, sequencing, parallel processing, modularity, timing, abstraction, systems thinking, sustainable computing, natural computing, etc.), discovery, exploration, and creativity. Requiring only existing local materials (water, sticks, balls, pebbles, etc.), these slow computing gifts provides powerful computational experiences that are globally accessible at "zero" cost. The studio will engage participants' transdisciplinary expertise to invent, create, deploy, and advance slow computing and slow computing gifts. | |||
| Jamming gear: research on gearwheeled timing playback devices | | BIBAK | Full-Text | 377-378 | |
| So Kanno | |||
| Jamming Gear is a concept gadget allowing you to control music through the
tangible arrangement of gears, wherein each music loop is played in full,
within each full rotation of a single gear.
The system consists of custom-made computer software, five modules and several gears of varying size. The modules comprise of two types, one Mother Module, controlling the rotation direction and speed to the remaining four Gear Modules. Each Gear Module sends its rotation data back to the computer wirelessly, thus controlling the corresponding music loop. Depending on the size of the gear placed on a module, the rotation speed changes and playback of the music loop is altered accordingly. By combining many different sized gears, you are able to layer and control complicated music arrangement, needless to say is also enjoyable to watch. Keywords: gearwheel, music | |||
| Tangible lightscapes | | BIBAK | Full-Text | 379-380 | |
| Alice V. Pintus | |||
| The aim of my exploration is to design a vocabulary of light states to show
people what their devices are doing. This vocabulary consists of light
behaviours and gestures that can be applied to a wide range of contexts where
devices (speakers, headphones, memory storage devices, cameras, laptops...) are
communicating wirelessly. This "device language" gives a concrete
representation of the intangible and invisible events that are taking place. It
allows users to feel more in control by providing them with a direct
interaction with the objects they are using.
The vocabulary is described though 3 main tools: (1) a map of the light states/gestures matched with the most common activities of wireless devices, (2) a set of prototypes which represent three-dimensionally the vocabulary for demonstration and user testing purposes, (3) two scenarios visualizing the light behaviours as applied to different devices in everyday life situations. Keywords: light interface, tangible interface | |||
| VR/Urban: SMSingshot | | BIBAK | Full-Text | 381-382 | |
| Patrick Tobias Fischer; Christian Zöllner; Thilo Hoffmann; Sebastian Piatza | |||
| In this paper we describe the concept and design objectives of VR/Urban's
media intervention tool SMSlingshot, which was presented at the Riga White
Night Arts Festival 2009 [1] for the first time. Keywords: embodiment, media facade, media intervention, mobile tangible user
interface, social technology, urban computing | |||
| Twinkle: programming with color | | BIBAK | Full-Text | 383-384 | |
| Jay Saul Silver; Eric Rosenbaum | |||
| Twinkle allows anyone to program using colors in the real world. Twinkle
uses a color sensor to read colors from arrangements of objects, drawings, or
collages. Those colors are then mapped to certain outputs, like sounds,
graphics, or robotic movements. Color patterns can even be used to control the
color sensor itself, closing the loop. The result is that you can program a
computer or a robot, or compose a musical score, just by drawing on a piece of
paper with crayons. Of course it's not limited to crayons. You could build your
program with Lego bricks, arrange your program with the multi colored leaves of
early Fall, or think of any collection of objects in the world as a program:
from a striped shirt to a handful of M&Ms. In the limit, several
interesting new programming concepts emerge from this paradigm: commands are no
longer discrete and rigid but mixable and smearable; the program counter
becomes visible, handheld, and nondeterministic; and when the color sensor
becomes the program counter the application space and the programming space
become intertwined. Keywords: color, sensing, tangible programming, toolkit | |||
| Inoribi: emergence of "windows" and "mirrors" | | BIBAK | Full-Text | 385-386 | |
| Tatsuma Segawa; Hiroki Ito; Masaya Doi; Machi Miyahara; Hiroya Tanaka | |||
| This research integrates two contradicting experiences; inner introspection
and the act of connecting to the external world. The device we created called
"inoribi" enables the unification of slow, sensitivity required interaction,
and the sharing of that experience through the network, creating a tightly
interwoven, reciprocal system. By fusing the two elements, the research
explores a new enriching information experience, expanding the possibilities of
media design. Keywords: interactive art, media design, networked furniture, reflective interaction | |||
| ChameleonBall | | BIBAK | Full-Text | 387-388 | |
| Koji Tsukada; Maho Oki | |||
| We propose a novel ball-type input/output (I/O) device -- the ChameleonBall
-- that allows users to interact with colors in the real world. The
ChameleonBall mainly consists of multiple color I/O units in an acrylic ball.
It can detect the colors of objects in the real world and emit similar colors.
We have developed a prototype system and a few applications using this device. Keywords: ball, color sensor, i/o device, led | |||
| Bio circuit | | BIBAK | Full-Text | 389-390 | |
| Holly Schmidt; Dana Ramler | |||
| In this paper we describe Bio Circuit, an artist and designer collaborative
wearable project. This project stems from our concern for ethical design and
the creation of media-based interactions that reveal human interdependence with
the environment. Keywords: art, audio, body, collaboration, design, environment, heart rate, sensors,
soft products, wearable computing | |||
| Knitted stretch sensors for sound output | | BIBAK | Full-Text | 391-392 | |
| Martha Glazzard; Sarah Kettley | |||
| Stretch sensors appear to offer the physical computing and wearables
communities a solution in their flexibility. This paper introduces an
interdisciplinary project in which knit, weave and embroidery specialists were
brought together to examine how a carbon rubber sensor might be integrated
aesthetically and functionally into different fabric structures. It reports on
the drawbacks of the original commercially available sensor, and presents an
exciting alternative direction using knit structures to build custom flexible
sensors. Keywords: knit, stretch sensor, textiles, wearables | |||
| Project 6453: a multi-touch interactive table in a concept showroom | | BIBAK | Full-Text | 393-394 | |
| Ting-Han Chen; Chi-Huang Lu; Chi-Fa Fan | |||
| This project realized a multi-touch interactive table designed for 4 people
use at the same time, which integrates USB, Bluetooth, and email functionality
to serve as an on-site information and social platform in a concept showroom in
Taiwan. Keywords: interactive table, kiosk, multi-touch, showroom | |||
| Creating with cobots | | BIBAK | Full-Text | 395-396 | |
| Christian D. Cerrito | |||
| In the world of interactive art, very few pieces have a permanent, physical
outcome. In response to this observation, the author developed two "cobots", or
collaborative robots, designed to create physical pieces of art in a direct
partnership with their human audience. This concept was refined by examining
several of the author's inspirations, including the drawings of artist Sol
Lewitt, the Etch-a-Sketch, the robots of artist/technologist Lionel Moura, and
the work of Kelly Dobson.
After many conceptual and technical considerations, two robotic drawing machines, one designed to respond to the shadows cast by its users, the other designed to respond to sounds produced by it's audience, were successfully developed, built, and tested. This project aims to explore both the notion of collaborative relationships between humans and technology, and the practice of collaborative human/machine art making. Keywords: drawing machines, familiar interfaces, generative art, human-machine
collaboration, robotics | |||