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TEI Tables of Contents: 07080910111213141516

Proceedings of the 5th International Conference on Tangible and Embedded Interaction

Fullname:Proceedings of the 5th International Conference on Tangible and Embedded Interaction
Editors:Mark D. Gross; Nuno Jardim Nunes; Ellen Yi-Luen Do; Stephen Brewster; Ian Oakley
Location:Funchal, Portugal
Dates:2011-Jan-22 to 2011-Jan-26
Publisher:ACM
Standard No:ISBN: 1-4503-0478-8, 978-1-4503-0478-8; ACM DL: Table of Contents hcibib: TEI11
Papers:109
Pages:452
Links:Conference Home Page | Conference Series Home Page
  1. Audio and video
  2. Tabletop
  3. Craft and fabrication
  4. Learning
  5. Games and narrative
  6. Design
  7. Applications
  8. Sensing and interaction
  9. Audio, music, art and playful tangible interactives
  10. Design and prototyping tangible interactives
  11. Touch, multi-touch and pen-based tangible interactives
  12. Gestures, art and games, pin-up interactive
  13. Studios and workshops
  14. Art explorations
  15. Graduate student consortium

Audio and video

User-interfaces based on the water-hammer effect: water-hammer piano as an interactive percussion surface BIBAFull-Text 1-8
  Steve Mann; Ryan Janzen; Jason Huang; Matthew Kelly; Lei Jimmy Ba; Alexander Chen
Water hammer, a well known phenomenon occurring in water pipes and plumbing fixtures, is generally considered destructive and undesirable. We propose the use of water hammer for a musical instrument akin to hammered percussion instruments like hammered dulcimer, piano, etc. In one embodiment, the instrument comprises an array of mouths each for being struck with the open palm or fingers, each mouth connected to a separate hydraulic resonator. In another embodiment, we use a basin or pool of water as a multitouch user-interface where sounds made by water are acoustically sensed by an array of hydrophones (underwater listening devices). Using water itself as a touch surface creates a fun and playful user interface medium that captures the fluidity of the water's ebb and flow.
Modular musical objects towards embodied control of digital music BIBAFull-Text 9-12
  Nicolas Rasamimanana; Frederic Bevilacqua; Norbert Schnell; Fabrice Guedy; Emmanuel Flety; Come Maestracci; Bruno Zamborlin; Jean-Louis Frechin; Uros Petrevski
We present an ensemble of tangible objects and software modules designed for musical interaction and performance. The tangible interfaces form an ensemble of connected objects communicating wirelessly. A central concept is to let users determine the final musical function of the objects, favoring customization, assembling, repurposing. This might imply assembling the wireless interfaces with existing everyday objects or musical instruments. Moreover, gesture analysis and recognition modules allow the users to define their own action/motion for the control of sound parameters. Various sound engines and interaction scenarios were built and experimented. Some examples that were developed in a music pedagogy context are described.
MirrorFugue: communicating hand gesture in remote piano collaboration BIBAFull-Text 13-20
  Xiao Xiao; Hiroshi Ishii
Playing a musical instrument involves a complex set of continuous gestures, both to play the notes and to convey expression. To learn an instrument, a student must learn not only the music itself but also how to perform these bodily gestures. We present MirrorFugue, a set of three interfaces on a piano keyboard designed to visualize hand gesture of a remote collaborator. Based their spatial configurations, we call our interfaces Shadow, Reflection, and Organ. We describe the configurations and detail studies of our designs on synchronous, remote collaboration, focusing specifically on remote lessons for beginners. Based on our evaluations, we conclude that displaying the to-scale hand gestures of a teacher at the locus of interaction can improve remote piano learning for novices.
Multisensor broadband high dynamic range sensing: for a highly expressive step-based musical instrument BIBAFull-Text 21-24
  Steve Mann; Ryan E. Janzen; Tom Hobson
We propose the use of multiple sensors of different sensitivity that simultaneously sense the same signal. Outputs of these sensors are then combined in a way that allows the simultaneous sensing of large-signal and small-signal phenomena. This sensing methodology is applied to the andantephone, a musical instrument that allows a player to physically step through the notes of a song as if they were walking along the song's timeline. When you stop walking the music stops. If you walk faster the music plays faster. A new, more expressive design of andantephone was created using a wideband complementary set of geophones to detect seismic waves transmitted from human footsteps. Each tile in the andantephone has one or more high-frequency piezoelectric geophones that respond to small-signals, as well as one or more low-frequency carbon geophones that respond to large-signals. These sensors are subsequently connected to a real-time frequency-shifting system that shifts each geophone's output to the correct musical pitch or chord for a particular note in a song. The proposed HDR sensing principle may be applied to many different sensing scenarios.
Responsible storytelling: communicating research in video demos BIBAFull-Text 25-28
  Madeleine Clare Elish
This paper examines the under-explored role of video demos as a consequential form of communicating tangible computing research. Examining the production of video demos, in particular two videos from MIT's Media Lab, I explore the ethical complications of producing demo videos by bringing to the surface the tensions inherent in video representations of research, as understood from a social studies of technology perspective. In doing so, this paper hopes to generate discussion about the challenges and responsibilities of creating accurate and compelling narratives around technology research.

Tabletop

It's just a toolbar!: using tangibles to help children manage conflict around a multi-touch tabletop BIBAFull-Text 29-36
  Izabel C. Olson; Zeina Atrash Leong; Uri Wilensky; Mike S. Horn
In this paper we present a case study of children's collaborative behavior around a multi-touch tabletop interface. The study includes data from four sessions with four children over a period of three weeks. The children in our study exhibited a diverse set of collaborative behaviors including territorial control of screen real estate, conflict over interface elements, and turn taking behavior, all of which seemed related to specific aspects of the interface design. Most notably, we observed conflict relating to a graphical toolbar that the children could drag around the screen. After observing this conflict, we redesigned the interface so that children were forced to use a tangible object (a wooden block) to make the toolbar appear on the screen. This tangible object seemed to help the children resolve their conflict and to promote spontaneous turn taking behavior. This paper is an effort to understand why the graphical toolbar alone seemed to spur conflict and why the introduction of a tangible object seemed to help children resolve the conflict on their own.
Tangible navigation and object manipulation in virtual environments BIBAFull-Text 37-44
  Andy Wu; Derek Reilly; Anthony Tang; Ali Mazalek
In this paper, we introduce approaches to navigating and manipulating objects in a Collaborative Virtual Environment (CVE) that engage tangible objects and an interactive table interface. We also identify three design concerns that are common to physical-virtual connectivity for interaction with CVE systems. At last, we propose solutions to these issues within the context of CVEs.
iNkDraw: physical ink-based interface for capturing and manipulating drawings on digital display BIBAFull-Text 45-48
  Kayato Sekiya; Shinpei Chihara
This paper introduces a new drawing interface named iNkDraw for capturing ink marks on a digital display drawn using physical ink such as dry erase markers. By using ink-based FTIR, the interface directly detects the ink location on the drawing surface, thus any ink-oriented interactions are intrinsically supported -- e.g. controlling the thickness and faintness of lines by varying pen/brush movement, erasing the drawings by wiping the ink off with a cloth or even with a finger. Furthermore, iNkDraw can distinguish between drawing and touch, which allows users to digitally manipulate the captured drawings using pointers and menus. Several applications using the interface have been implemented. Limitations on using physical ink as an interfacing medium are also discussed.
Midas: a declarative multi-touch interaction framework BIBAFull-Text 49-56
  Christophe Scholliers; Lode Hoste; Beat Signer; Wolfgang De Meuter
Over the past few years, multi-touch user interfaces emerged from research prototypes into mass market products. This evolution has been mainly driven by innovative devices such as Apple's iPhone or Microsoft's Surface tabletop computer. Unfortunately, there seems to be a lack of software engineering abstractions in existing multi-touch development frameworks. Many multi-touch applications are based on hard-coded procedural low level event processing. This leads to proprietary solutions with a lack of gesture extensibility and cross-application reusability. We present Midas, a declarative model for the definition and detection of multi-touch gestures where gestures are expressed via logical rules over a set of input facts. We highlight how our rule-based language approach leads to improvements in gesture extensibility and reusability. Last but not least, we introduce JMidas, an instantiation of Midas for the Java programming language and describe how JMidas has been applied to implement a number of innovative multi-touch gestures.
PaperView: augmenting physical surfaces with location-aware digital information BIBAFull-Text 57-60
  Dimitris Grammenos; Damien Michel; Xenophon Zabulis; Antonis A. Argyros
A frequent need of museums is to provide visitors with context-sensitive information about exhibits in the form of maps, or scale models. This paper suggests an augmented-reality approach for supplementing physical surfaces with digital information, through the use of pieces of plain paper that act as personal, location-aware, interactive screens. The technologies employed are presented, along with the interactive behavior of the system, which was instantiated and tested in the form of two prototype setups: a wooden table covered with a printed map and a glass case containing a scale model. The paper also discusses key issues stemming from experience and observations in the course of qualitative evaluation sessions.

Craft and fabrication

Handcrafting textile interfaces from a kit-of-no-parts BIBAFull-Text 61-68
  Hannah Perner-Wilson; Leah Buechley; Mika Satomi
This paper explores the idea of handcrafted electronics. We introduce a kit-of-no-parts approach to building electronics from a diverse palette of craft materials, which we argue is more personal, understandable and accessible than the construction of technology from a kit of pre-determined components. We illustrate our approach by describing the design, construction, and dissemination of a collection of textile sensors, and detailing a website and a series of workshops through which we share our approach.
Interactive fabrication: new interfaces for digital fabrication BIBAFull-Text 69-72
  Karl D. D. Willis; Cheng Xu; Kuan-Ju Wu; Golan Levin; Mark D. Gross
We present a series of prototype devices that use real-time input to fabricate physical form: Interactive Fabrication. Our work maps out the problem space of real-time control for digital fabrication devices, and examines where alternative interfaces for digital fabrication are relevant. We conclude by reflecting upon the potential of interactive fabrication and outline a number of considerations for future research in this area.
SketchChair: an all-in-one chair design system for end users BIBAFull-Text 73-80
  Greg Saul; Manfred Lau; Jun Mitani; Takeo Igarashi
SketchChair is an application that allows novice users to control the entire process of designing and building their own chairs. Chairs are designed using a simple 2D sketch-based interface and design validation tools, and are then fabricated from sheet materials, cut by a laser cutter or CNC milling machine. This paper presents the concepts and details of SketchChair, and both miniature and full-sized chairs are designed using the application. We conclude with results and insights from a workshop in which novice users designed their own model chairs.
Fab FM: the design, making, and modification of an open-source electronic product BIBAFull-Text 81-84
  David A. Mellis; Dana Gordon; Leah Buechley
This paper explores the ways in which digital fabrication allows for the small-scale manufacture and individual customization of consumer electronic products. We present Fab FM, an open-source FM radio that integrates an electronic circuit board, laser-cut wood, and fabric. We describe a workshop in which participants designed and built their own Fab FM variants, modifying the form, materials, and behavior of the radio. Drawing from this experience, we discuss three themes: the issues involved in working across design domains, the ways in which design can serve as source code, and the difference between open-source and hackable. We present potential business models for Fab FM, and discuss the possibilities that digital fabrication offers for a more diverse landscape of high-tech products.

Learning

MoSo tangibles: evaluating embodied learning BIBAFull-Text 85-92
  Saskia Bakker; Elise van den Hoven; Alissa N. Antle
Using tangible interaction in interactive educational systems can benefit learning. This can be supported by relying on experientially originating schemata in the interaction design of learning systems. This paper presents the design and evaluation of MoSo Tangibles, a set of interactive, physical artifacts with which children manipulate the pitch, volume and tempo of ongoing tones, in order to structure their understanding of these abstract sound concepts in terms of multiple different concrete body-based concepts. The results indicate that MoSo provided children with a physical handle to reason about the targeted abstract concepts.
Futura: design for collaborative learning and game play on a multi-touch digital tabletop BIBAFull-Text 93-100
  Alissa N. Antle; Allen Bevans; Josh Tanenbaum; Katie Seaborn; Sijie Wang
This paper introduces a collaborative learning game called Futura: The Sustainable Futures Game, which is implemented on a custom multi-touch digital tabletop platform. The goal of the game is to work with other players to support a growing population as time passes while minimizing negative impact on the environment. The design-oriented research goal of the project is to explore the novel design space of collaborative, multi-touch tabletop games for learning. Our focus is on identifying and understanding key design factors of importance in creating opportunities for learning. We use four theoretical perspectives as lenses through which we conceptualize our design intentions and inform our analysis. These perspectives are: experiential learning, constructivist learning, collaborative learning, and game theory. In this paper we discuss design features that enable collaborative learning, present the results from two observational studies, and compare our findings to other guidelines in order to contribute to the growing body of empirically derived design guidelines for tangible, embodied and embedded interaction.
Math propulsion: engaging math learners through embodied performance & visualization BIBAFull-Text 101-108
  Jason Mickelson; Wendy Ju
This paper describes a series of interaction design sketches we created to supplement mathematics curricula. These sketches were deployed in a variety of secondary school math classrooms in the San Francisco Bay Area. The activities purposefully use visualization and embodiment to engage students with the math concepts of geometric transformations and symmetrical patterning. These experiments exemplify how applying embodiment and visualization to traditionally impersonal and abstract subjects like math can make the learning experience more fun and active for students and offer new pedagogical strategies for teachers.
Supporting embodied exploration of physical concepts in mixed digital and physical interactive settings BIBAFull-Text 109-116
  Zeynep Ahmet; Martin Jonsson; Saiful Islam Sumon; Lars Erik Holmquist
In this paper findings are presented from a study on how sensor equipped computer game technologies can be used to create tools for educational settings to learn about for example concepts in physics. In a workshop focusing on the concept of gravity, a group of children interacted with an environment consisting of both physical and digital interactive components. We discuss how the mixed digital and physical setting affects the children's coordination and collaboration and their strategies to solve the given assignment. Findings suggest that the embodied nature of the technology create new opportunities for collaboration and that the alignment of the physical and digital parts of the interactive setting is important in order to create a seamless experience that takes advantage of the properties of the respective media.

Games and narrative

Digital games for physical therapy: fulfilling the need for calibration and adaptation BIBAFull-Text 117-124
  Luc Geurts; Vero Vanden Abeele; Jelle Husson; Frederik Windey; Maarten Van Overveldt; Jan-Henk Annema; Stef Desmet
With the advent of computer games involving the movement of the player's whole body or body parts, an opportunity arises to develop games for people with motor disabilities. In this paper we present four minigames developed for people suffering from spasticity and loss of motor control. We thereby focus on the input devices, sensor signal processing and mapping of players' actions on events in the game. In order to adapt the game to the player's motor skills and goals, specific attention should be paid to calibration procedures and adjustable parameters. We illustrate how this can be done and simultaneously, we demonstrate the feasibility for the development of digital games for physical therapy with currently available commercial input devices.
Exploring mixed reality robot gaming BIBAFull-Text 125-128
  David Robert; Ryan Wistorrt; Jesse Gray; Cynthia Breazeal
We describe an interactive, mixed reality (MR) robot gaming platform in which the user controls a tangible, physically embodied character. Miso, an expressive tele-operated robot plays with its virtual peers by passing a graphical object back and forth seamlessly through an integrated physical and virtual environment. Special emphasis is placed on the importance of maintaining perceptual continuity by closely coupling the simulated world's physical laws to our material reality. We present our implemented MR robot gaming environment and describe the design of an interreality portal at the boundary of the physical and virtual realities.
I'm in the game: embodied puppet interface improves avatar control BIBAFull-Text 129-136
  Ali Mazalek; Sanjay Chandrasekharan; Michael Nitsche; Tim Welsh; Paul Clifton; Andrew Quitmeyer; Firaz Peer; Friedrich Kirschner; Dilip Athreya
We have developed an embodied puppet interface that translates a player's body movements to a virtual character, thus enabling the player to have a fine grained and personalized control of the avatar. To test the efficacy and short-term effects of this control interface, we developed a two-part experiment, where the performance of users controlling an avatar using the puppet interface was compared with users controlling the avatar using two other interfaces (Xbox controller, keyboard). Part 1 examined aiming movement accuracy in a virtual contact game. Part 2 examined changes of mental rotation abilities in users after playing the virtual contact game. Results from Part 1 revealed that the puppet interface group performed significantly better in aiming accuracy and response time, compared to the Xbox and keyboard groups. Data from Part 2 revealed that the puppet group tended to have greater improvement in mental rotation accuracy as well. Overall, these results suggest that the embodied mapping between a player and avatar, provided by the puppet interface, leads to important performance advantages.
Experiencing the reading glove BIBAFull-Text 137-144
  Karen Tanenbaum; Joshua Tanenbaum; Alissa N. Antle; Jim Bizzocchi; Magy Seif el-Nasr; Marek Hatala
In this paper we describe the Reading Glove, a wearable RFID reader for interacting with a tangible narrative. Based on interviews with study participants, we present a set of observed themes for understanding how the wearable and tangible aspects of the Reading Glove influence the user experience. We connect our observational themes to theoretical notions from interactive narrative and tangible interaction to create a set of design considerations such as enacting a role, ownership and permission, multiplicity of interpretations and boundary objects.

Design

Rudiments 1, 2 & 3: design speculations on autonomy BIBAFull-Text 145-152
  John Helmes; Alex S. Taylor; Xiang Cao; Kristina Höök; Peter Schmitt; Nicolas Villar
This work describes the design process and installation of three speculative, rudimentary machines, or rudiments. Through careful iterations in their design, the rudiments are intended to provoke curiosity and discussion around the possibility of autonomy in interactive systems. The design of the rudiments is described in detail, alongside the design decisions that were made to suggest a machine autonomy and to provoke discussion. Some preliminary reflections from installing the rudiments in two separate households are also reported. Widely divergent opinions of the rudiments from the two households are used to discuss a number of themes for thinking about autonomy and interactive systems design. Overall, the presented work adopts a perspective strongly oriented towards guiding future research, but, importantly, aims to do so by opening up and exposing the design possibilities rather than constraining them.
Material probe: exploring materiality of digital artifacts BIBAFull-Text 153-156
  Heekyoung Jung; Erik Stolterman
We present an approach for exploring materiality of digital artifacts by suggesting a study method -- material probe. The purpose with the method is to understand how people perceive material qualities of artifacts and to discuss how designers could intentionally and methodologically include such non-functional user desires related to material qualities in the design of digital artifacts. The study procedure and results from preliminary studies are described with their implications for future work.
Concepts for life-like interactive objects BIBAFull-Text 157-164
  Michael Schmitz
As part of our work on anthropomorphic and zoomorphic interfaces for physical, interactive objects we have conducted an exhaustive literature review spanning the disciplines of anthropomorphism, affective computing, tangible interaction and industrial design, aggregating relevant research to inform our efforts. In this paper we summarise the results by deriving concepts and design guidelines for the realisation of life-like, tangible objects, with which we also aim at fostering discussions and a scientific exchange in this highly interdisciplinary field.
Designing from everyday experience BIBAFull-Text 165-168
  Jill Coffin
The domain of tangible and embedded interaction (TEI) provides a valuable opportunity to explore design issues that are related to novel interactive high technologies embedded in our familiarity with the everyday world. In this paper, I present an example of a design conceptualization process that draws heavily on personal everyday experience. This activity would not be recognized as valid for research or practice within a rationalist framework, yet it results in concrete knowledge relevant to TEI. This knowledge relates to key aspects of TEI such as expanding the design domain of traditional practice, the integration of behaviour, mechanism and form, and multi-disciplinarity. The example also illustrates the hermeneutics of TEI design.
A Sufism-inspired model for embodied interaction design BIBAFull-Text 169-172
  Umut Burcu Tasa; Enis Âli Yurtsever
This paper presents a concise overview of argumentations about the body and the concept of embodiment in the field of technology by also referencing to the similar debates in philosophy, critical theory and social studies. In view of the observation that advances in technology call for a re-definition of embodiment, and in many different fields of life embodied approaches are increasingly looked for, it briefly revisits Modernity's ideal of disembodiment, which for those of us who live in modern societies, still dominates our approach to life and our understanding of existence, and as a corollary, our daily interactions with technologies as well. Then drawing from Sufism, the mystical tradition of Islam, and from a phenomenological interpretation of its approach to human body, the authors finally propose a four-layer understanding of embodiment as a model to be implemented in embodied interaction design.

Applications

Pediluma: motivating physical activity through contextual information and social influence BIBAFull-Text 173-180
  Brian Y. Lim; Aubrey Shick; Chris Harrison; Scott E. Hudson
We present Pediluma, a shoe accessory that tracks and visualizes the wearer's physical activity by varying the intensity of a lighted enclosure. In particular, the more physically active the wearer is, the more the device glows. We hoped the desire to maintain a positive, "glowing" state would encourage users to engage in more physical activity. We describe our two-week, four-condition, 18-participant deployment and user study. Results indicate participants wearing our device were more physically active than participants in our three control groups (each isolating different design and experimental factors). We share the many lessons we learned from our iterative design, post-deployment data analysis and interviewers with participants.
A mobile system for industrial maintenance support based on embodied interaction BIBAFull-Text 181-188
  Jens Ziegler; Johannes Pfeffer; Leon Urbas
This paper presents a mobile assistance system for service and maintenance personnel in industrial facilities. It provides an innovative interaction metaphor designed to fit domain specific working conditions. As a result of a strictly user-centered design process, the presented system follows the principles of Embodied Interaction. The system is evaluated using a sophisticated scenario in a typical industrial environment. The evaluation also includes a comparison with the conventional paper & pencil-based maintenance workflow. A detailed discussion addresses problems of mobile usability evaluation in industrial environments and provides appropriate solutions. The results presented in this paper demonstrate that the proposed system allows for effective and satisfactory service and maintenance. It contributes further insights for utilization and evaluation of embodied systems in industrial applications. Potential applications of this research include design guidelines for future interface configurations using embodied interactive devices.
Spinning in control: design exploration of a cross-device remote BIBAFull-Text 189-192
  Floris Kimman; Hans Weda; Elise van den Hoven; Tin de Zeeuw; Steven Luitjens
You buy a new TV and get a new remote, you buy a DVD player and you get another remote, you buy a sound system and guess what... Almost every digital media product comes with its own designated remote control (RC). What would happen if one remote adapts to the owner's activities and is able to have cross-device control? In this paper we describe a design exploration conducted to create new ways to interact with digital media products. The main ingredients are: fit for a social setting, portable, and including physical interaction. The result is an exploration of a button less single-hand remote control concept.
The Lega: a device for leaving and finding tactile traces BIBAFull-Text 193-196
  Jarmo Laaksolahti; Jakob Tholander; Marcus Lundén; Jordi Solsona Belenguer; Anna Karlsson; Tove Jaensson
This paper describes experiences from development and deployment of the Lega, a hand held device for physical sharing of experiences during an art exhibition. Touching and moving the device in different ways creates a tactile trace that can be experienced by others through their own device. The system was successfully deployed at an art exhibition for two months where user studies were performed. Here we present some general observations regarding the systems performance and discuss issues that we encountered.
The phone lock: audio and haptic shoulder-surfing resistant PIN entry methods for mobile devices BIBAFull-Text 197-200
  Andrea Bianchi; Ian Oakley; Vassilis Kostakos; Dong Soo Kwon
Tangible user interfaces are portals to digital information. In the future, securing access to such material will be an important concern. This paper describes the design, implementation and evaluation of a PIN entry system based on audio or haptic cues that is suitable for integration into such physical systems. The current implementation links movements on a mobile phone touch screen with the display of non-visual cues; selection of a sequence of these cues composes a password. Studies reveal the validity of this approach in terms of task times and error rates that improve over prior art. In sum, this paper demonstrates the potential of non-visual PINs as a mechanism for securing access to a range of systems, ultimately incorporating mobile, ubiquitous or tangible interfaces.
inTUIt: simple identification on tangible user interfaces BIBAFull-Text 201-204
  Alexander Wiethoff; Robert Kowalski; Andreas Butz
In this paper we present inTUIt experience prototyping approach to investigate different simple identification techniques for tangible user interfaces (TUI) on digital surfaces. We have developed four different experience prototypes, proposing alternative approaches to the establishment of temporary ownership of digital content and TUIs in public environments.

Sensing and interaction

Design and evaluation of techniques for mobile interaction with dynamic NFC-displays BIBAFull-Text 205-212
  Gregor Broll; Wolfgang Reithmeier; Paul Holleis; Matthias Wagner
Near Field Communication (NFC) is a technology for mobile, touch-based interaction with tagged objects that can serve as physical user interfaces (UI). Dynamic NFC-displays use a grid of NFC-tags as a physical UI and combine it with a projected application UI to enable direct interactions between mobile devices and large screens. In this paper, we explore the design of interaction techniques for dynamic NFC-displays beyond the common touch-select interaction with single tags and evaluate them with an NFC-pinboard prototype. A user study confirms the general preference for the simple touch-select, but also shows that other techniques can provide alternatives, e.g. to implement interactions for which users want to feel more in control.
Sensing through structure: designing soft silicone sensors BIBAFull-Text 213-220
  Ronit Slyper; Ivan Poupyrev; Jessica Hodgins
We present a method for designing and constructing rugged and soft multi-point sensors. Interactions applied to a soft material are reduced to structural units of deformation. These structures can then be embedded and instrumented anywhere inside a soft sensor. This simplification lets us design complex, durable sensors in easily manufacturable ways. In particular, we present a construction method of layering electronics between silicone pours to easily create sensors for arbitrary combinations of these deformations. We present several prototype sensors and discuss applications including toys, games, and therapy.
Grasp sensing for human-computer interaction BIBAFull-Text 221-228
  Raphael Wimmer
The way we grasp an object depends on several factors, e.g. the intended goal or the hand's anatomy. Therefore, a grasp can convey meaningful information about its context. Inferring these factors from a grasp allows us to enhance interaction with grasp-sensitive objects. This paper highlights an grasp as an important source of meaningful context for human-computer interaction and gives an overview of prior work from other disciplines. This paper offers a basis and framework for further research and discussion by proposing a descriptive model of meaning in grasps. The GRASP model combines five factors that determine how an object is grasped: goal, relationship between user and object, anatomy, setting, and properties of the object. The model is validated both from an epistemological perspective and by applying it to scenarios from related work.
Casier: structures for composing tangibles and complementary interactors for use across diverse systems BIBAFull-Text 229-236
  Brygg Ullmer; Christian Dell; Claudia Gil; Cornelius, Jr. Toole; Cole Wiley; Zachary Dever; Landon Rogge; Rachel Bradford; Guillaume Riviere; Rajesh Sankaran; Kexi Liu; Chase Freeman; Alvin, Jr. Wallace; Michael DeLatin; Christian Washington; Alex Reeser; Christopher W. Branton; Rod Parker
Casiers are a class of tangible interface elements that structure the physical and functional composition of tangibles and complementary interactors (e.g., buttons and sliders). Casiers allow certain subsets of interactive functionality to be accessible across diverse interactive systems (with and without graphical mediation, employing varied sensing capabilities and supporting software). We illustrate examples of casiers in use, including iterations around a custom walk-up-and-use kiosk, as well as casiers operable across commercial platforms of widely varying cost and capability.
Surging verticality: an experience of balance BIBAFull-Text 237-240
  Lian Loke; George Poonkhin Khut
In our approach to body-focused interactive art, the tangible material with which we craft interactional aesthetic experiences is body experience. Touch and proprioception become primary materials for exploration and embedding in technology-mediated interactional situations. We applied the Feldenkrais Method of somatic bodywork in the development of a prototype interactive artwork, Surging Verticality, to pursue our understanding of how to craft audience experience, where the artwork offers a framework for critical reflection and self-enquiry. The Feldenkrais Method is based on an appreciation of musculo-skeletal organization as a fundamental component of our self-image and subjectivity. Our preliminary reflections on our experience of making, testing and evaluating body-focused interactions reveal the importance of the contract between artist and audience, the care, skill and sensitivity required by the artist and the receptivity of the audience.

Audio, music, art and playful tangible interactives

MagiMusic: using embedded compass (magnetic) sensor for touch-less gesture based interaction with digital music instruments in mobile devices BIBAFull-Text 241-244
  Hamed Ketabdar; Amirhossein Jahanbekam; Kamer Ali Yuksel; Tobias Hirsch; Amin Haji Abolhassani
Playing musical instruments such as chordophones, percussions and keyboard types accompany with harmonic interaction of player's hand with the instruments. In this work, we present a novel approach that enables the user to imitate the music playing gestures around mobile devices. In our approach, touch-less gestures, which change magnetic field around the device, are employed for interaction. The activity of playing an instrument can be transparently pursued by moving a tiny magnet in hand around new generation of mobile phones equipped with embedded digital compass (magnetic sensor). The phonation intentions of the user can be simulated on the mobile device by capturing the gestural pattern using magnetic sensor. The proposed method allows digital imitation of a broad number of instruments while still being able to sense musical hits and relative plectrum gestures. It provides a framework for extending interaction space with music applications beyond physical boundaries of small mobile devices, and to 3D space around the device. This can allow for a more natural, comfortable and flexible interaction. We present several mobile music applications developed based on the proposed method for Apple iPhone 3GS.
Leveraging behavioral models of sounding objects forgesture-controlled sound design BIBAFull-Text 245-248
  Kristian Gohlke; David Black; Jörn Loviscach
Sound designers and Foley artists have long struggled to create expressive soundscapes using standard editing software, devoting much time for the calibration of multiple sound samples and parameter adjustments. We present an intuitive approach that exploits the capabilities of off-the-shelf motion-sensing input devices to enable quick and fluid interaction with sound to trigger and modulate digital sound generators based on adaptable behavioral models of familiar physical sounding objects. Rather than requiring profound technical knowledge of sound design, the system leverages the user's motor memory and motion skills to mimic generic and familiar interactions with everyday sounding objects. This allows the user to fully focus on the expressive act of sound creation while enjoying a fluent workflow and a satisfying user experience.
The augmentalist: enabling musicians to develop augmented musical instruments BIBAFull-Text 249-252
  Dan Newton; Mark T. Marshall
We present the Augmentalist: a system that allows a musician to augment their existing musical instrument using a variety of sensors. This system is focused on the musician and their musical aims, rather than the sensor technology being used. The overall goal is to create allow musicians to easily explore new musical performance techniques with augmented musical instruments. We present the design process and implementation of the system, an example of an instrument developed by one of the 10 participating musicians and a discussion of a number of issues raised by the project, including musicians as designers, the potential for exploration and mastery and the transferability of instruments between performers.
Six-forty by four-eighty: the post-industrial design of computational materials BIBAFull-Text 253-256
  Marcelo Coelho; Jamie Zigelbaum; Joshua Kopin
In this paper we describe the development of Six-Forty by Four-Eighty: an art and design installation composed of 220 interactive lighting tiles. We discuss previous work that addresses the physicality of computation, our design and fabrication processes, technical implementation, the development of a novel technique for data transmission through the body, the piece's exhibition context and public response. By describing the interrelationship between these elements we hope to shed light into the forging of a post-industrial design practice that straddles the art, design and technology trichotomy.
Plushbot: an application for the design of programmable, interactive stuffed toys BIBAFull-Text 257-260
  Yingdan Huang; Michael Eisenberg
In recent years, a burgeoning landscape of tangible, interactive toys has emerged -- construction kits, robotic characters, and so on. At the same time, there has been relatively little development in software systems that permit users (including younger users) to design and create their own computationally-enhanced tangible figures. This paper presents Plushbot, a prototype system whose purpose is to allow people to create and customize programmable stuffed toys. Plushbot includes features specifically aimed at facilitating the incorporation of computational elements within stuffed fabric designs. Here we describe the current (still early) state of the system, show a completed project employing the system, and outline near- and medium-term directions for its continued development.
The RayMatic: a thermostat with a human face BIBAFull-Text 261-262
  Ray Yun; Mark D. Gross
This paper presents the concept and the design of an ambient display with an anthropomorphic interface to communicate environmental data. Numeric display and control, as in a thermostat, is replaced by a digital interactive portrait with the aim of making interaction engaging and undemanding.
PotPet: pet-like flowerpot robot BIBAFull-Text 263-264
  Ayumi Kawakami; Koji Tsukada; Keisuke Kambara; Itiro Siio
We propose a flowerpot-type robot called PotPet that helps users grow plants more effectively and enjoyably. PotPet acts autonomously like pets: it automatically moves to sunny places or approaches people when it requires water. Basically, PotPet consists of a "real" plant, several sensors to detect plant status, a robot with wheels for mobility, and a microcontroller to control the above devices. Here we explain the concepts and implementation of the PotPet.

Design and prototyping tangible interactives

Mechanix: an interactive display for exploring engineering design through a tangible interface BIBAFull-Text 265-266
  Tiffany Tseng; Coram Bryant; Paulo Blikstein
Mechanix is a low-cost, interactive system for children to design and explore mechanical systems using computer-vision tracked, magnetic components. It employs a semi-transparent magnetic surface that supports the placement and tracking of magnetic simple machine pieces and acts as a projection screen. A back-mounted webcam captures the position of the pieces using visual tags, while a projector depicts virtual components in user-generated challenges and solutions. Designed as a museum exhibit and grounded in constructionist learning theory, Mechanix combines a virtual library of user-generated content with a tangible interface to enable asynchronous and synchronous interactions.
MiniBUG: from concept to production in a prototyping system BIBAFull-Text 267-268
  Alicia Gibb; Robert Faludi; Dan Steingart
Bug Labs [1] is an open source company attempting to democratize innovation through Linux-based prototyping devices. To scale our product line we recognized certain factors that needed to prioritized: functionality, connection, shape and size, and economics. While three of these factors were addressed by the original BUGbase, the original unit is relatively expensive. At a cost of roughly $800, the BUGbase is beyond the reach of many prototypers [2]. MiniBUG is in development -- a smaller unit with a streamlined feature set and sale price of less than $100. This work represents the critical assessment of the original unit and the resulting miniBUG unit. The research collected was used to reflect on the process of designing miniBUG while considering price point, flexibility, affordances in the functionality, and the usability of the complete system.
Pillow-talk: seamless interface for dream priming, recalling and playback BIBAFull-Text 269-272
  Edwina Portocarrero; David Cranor; V. Michael Bove
Pillow-Talk is the first of a series of objects designed to aid creative endeavors through the unobtrusive acquisition of unconscious self-generated content to permit reflexive self-knowledge. Composed of a seamless recording device embedded in a pillow and a playback and visualization system in a jar, Pillow-Talk crystallizes that which we normally forget. This allows users to capture their dreams in a less mediated way, aiding recollection by priming the experience and providing no distraction for recall and capture through embodied interaction.
Programmable blobs: a rheologic interface for organic shape design BIBAFull-Text 273-276
  Akira Wakita; Akito Nakano; Nobuhiro Kobayashi
Programmable Blobs is an attempt of actuated shape display using fluid material. We have developed an environment where we can program the shape of gel geometrically and topologically using our unique magnetic fluid called pBlob. This enables us to experience organic shape changes in real space, like a metaball in the CG world. The control hardware is composed of electromagnets arranged in the honeycomb structure and their control circuits. On/off control and PWM control vary the blob shapes and realize animations. We describe the method of blob creation, details of the mechanism and the language for transformation control, and propose some applications we are developing at present.
ShakeOnit: an exploration into leveraging social rituals for information access BIBAFull-Text 277-278
  David Cranor; Amanda Peyton; Arlene Persaud; Rajiv Bhatia; Sinbae Kim; V. Michael Bove
We have created a system which utilizes a pair of sensor-outfitted gloves to test for the performance of a series of multi-person gestures known as a "secret handshake." The fact that a new user of the system is required to rehearse the handshake performance with someone who is already experienced in performing it adds a novel layer of security to information access which is inherently social.

Touch, multi-touch and pen-based tangible interactives

Designing through making: exploring the simple haptic design space BIBAFull-Text 279-282
  Camille Moussette; Richard Banks
In this paper we describe the development and realization of basic haptic design tools. A series of devices or setups allow designers and other stakeholders to adopt a hands-on approach to haptics, and ultimately develop a greater sensitivity and understanding of haptic concepts. By offering tangible manifestations that are relatively abstract and modular, designers can relate to, explore and discuss haptic interfaces and possible variations with greater ease and confidence.
   The five Simple Haptics devices that we built offer a basic platform to play and experiment with haptic interfaces. Each setup starts with a simple haptic idea and provides a graspable and experienceable unit to support discussion and variation related the haptic design activities.
Haptics for tangible interaction: a vibro-tactile prototype BIBAFull-Text 283-284
  Andrea Bianchi; Ian Oakley; Jong Keun Lee; Dong Soo Kwon; Vassilis Kostakos
Research on tangible interaction and digital haptics has rarely intertwined, despite the natural relationship between physicality and touch. This paper addresses this relatively unexplored domain by presenting the Haptic Wheel, a freestanding single-axis rotational controller incorporating vibro-tactile cues. In addition to describing the hardware and implementation, the paper discusses the potential application of the system for eyes-free interaction, password entry and as an active puck on a tabletop system. The paper suggests that systems with active haptic feedback have unexploited potential as tools for tangible interaction.
Cloth displays: interacting with drapable textile screens BIBAFull-Text 285-288
  Julian Lepinski; Roel Vertegaal
In this paper, we present a user interface for a textile computer display. It allows users to interact in ways that flow from the natural properties of cloth, with an interface that physically conforms to the shape of the object on which a task is performed. While recent work on flexible interfaces has shown promising results, physical properties such as the rigidity of the display remain a barrier to interaction scenarios that are truly physically flexible. We discuss interaction techniques for our cloth user interface, which include gestures such as pinching, draping, stretching and squeezing. Our interaction techniques employ the unique physical characteristics of cloth, including flexibility and shape-taking. We reflect on the system and examine potential directions for future work.
An inflatable hemispherical multi-touch display BIBAFull-Text 289-292
  Andrew Stevenson; Christopher Perez; Roel Vertegaal
In this paper, we introduce a multi-touch display surface that can be dynamically deformed from a flat circular display to a convex or concave hemispherical display. A rubber latex material is used for the display surface allowing it to inflate or deflate as air is pumped into or out of an airtight container. The elasticity of the display surface also allows users to deform the surface by varying the pressure exerted on it. This deformation may be detected by the device and provides a z-axis input in addition to the typical x,y-axis inputs of flat-screen displays.
SurfaceMouse: supplementing multi-touch interaction with a virtual mouse BIBAFull-Text 293-296
  Tom Bartindale; Chris Harrison; Patrick Olivier; Scott E. Hudson
We present SurfaceMouse, a virtual mouse for multi-touch surface computing. Although moving away from the direct touch manipulation paradigm, our system brings many significant benefits seen in absolute clutched devices to surface computing. Features include high and variable control device gains, several degrees of freedom in a single hand gesture, ability to target small GUI items, and a familiar method for reaching far areas of large displays. Importantly, this benefit is realized by leveraging what users already know and have tremendous experience with -- physical mice. Results from our proof-of-concept evaluation reflect this; users were able to use and recognize our system without training or prompts. Being entirely virtual, Surface-Mouse can be implemented in existing systems with little more than a software update.
Computational clock drawing analysis for cognitive impairment screening BIBAFull-Text 297-300
  Hyungsin Kim; Young Suk Cho; Ellen Yi-Luen Do
This paper presents computational support for the Clock Drawing Test (CDT), a simple cognitive dysfunction diagnosis tool. Despite its popularity of current use, the CDT has been administered the same way for the past three decades as a pencil-and-paper test. By making a computerized drawing test, we can understand the process of clock drawing construction rather than simply analyzing the final drawing. In this paper, we will first introduce our computerized Clock Drawing Test, the ClockReader. Then, we will describe two automated data-capturing methods with specific data examples. The automated data analysis can provide neuropsychologists with useful qualitative information, such as the process of drawing, as well as patients' planning strategies.
Augmented calligraphy: experimental feedback design for writing skill development BIBAFull-Text 301-302
  Takahiro Shichinohe; Tetsuo Yamabe; Takahiro Iwata; Tatsuo Nakajima
In this demonstration, we introduce the augmented calligraphy system that aims at supporting a calligraphy learner's self-training process by giving feedback. In order to write characters well, body posture is a very important factor. However, it is difficult to keep proper posture without any assistance. Therefore, the system monitors the learner's posture by a web camera and notifies them if the posture moves into a bad shape. Several types of multimodal feedback were implemented, since we are particularly interested in how feedback design can decrease cognitive load.

Gestures, art and games, pin-up interactive

Touch trace mirror: asynchronous, collaborative messaging as a concept for creating a relatedness experience BIBAFull-Text 303-304
  Johanna Schmeer; Tom Baffi
In this paper we introduce the concept of volatile, asynchronous, collaborative messaging as a means of creating a relatedness experience, in this specific context for couples in a long-distance relationship.
   Based upon the idea of message leaving in a romantic relationship, the "Touch Trace Mirror" is a mirror which enables leaving a message on a steamy bathroom mirror over a distance. It is a set of two bathroom mirrors, one to be placed in each partners apartment. Writing a message on one mirror will result in the message being sent to the partners mirror, where a light will emerge on the mirrors surface. If the partner places a finger on the light, it will move, letting the partner trace the message that his or her loved one wrote.
   Initial user testing showed that the concept and the aesthetics of the interaction, which developed over two cycles of a user centered design process, seem promising for creating a joyful relatedness experience.
Touching the void: gestures for auditory interfaces BIBAFull-Text 305-308
  Katrin Wolf; Christina Dicke; Raphael Grasset
Nowadays, mobile devices provide new possibilities for gesture interaction due to the large range of embedded sensors they have and their physical form factor. In addition, auditory interfaces can now be more easily supported through advanced mobile computing capabilities. Although different types of gesture techniques have been proposed for handheld devices, there is still little knowledge about the acceptability and use of some of these techniques, especially in the context of an auditory interface. In this paper, we propose a novel approach to the problem by studying the design space of gestures proposed by end-users for a mobile auditory interface. We discuss the results of this explorative study, in terms of the scope of the gestures proposed, the tangible aspects, and the users' preferences. This study delivers some initial gestures recommendations for eyes-free auditory interfaces.
TOUCHtr4ck: democratic collaborative music BIBAFull-Text 309-312
  Anna Xambó; Robin Laney; Chris Dobbyn
When electronic musicians compose collaboratively, they typically use their own single-user musical controllers. It may, therefore, be useful to develop novel controllers that support collaborative workflows and democratic principles. After describing the design principles for developing such controllers, we present TOUCHtr4ck, a prototype multi-touch system designed to facilitate such democratic relationships. Informal testing has revealed that this approach does facilitate democratic and collaborative music making, and can produce creative musical results.
New technologies for dynamic tattoo art BIBAFull-Text 313-316
  Breno Bitarello; Hugo Fuks; João Queiroz
With the development of new technologies, new dynamic epithelial artifacts (new tattoos) are designed, enabling new types of situated and embodied multimodal communication. New tattoos (NTs) turn the skin into a source of dynamic and reversible inscription, possibly responsive to fine-grained organic variations, and dependent on oriented local perturbation. As new aesthetic-cognitive artifacts, NTs alter the operational and semiotic dimension of the skin, transforming it into a new frame of interactive interface. This paper aims at introducing some epithelial prostheses based on new biocompatible materials and technologies.
Grocery hunter: a fun mobile game for children to combat obesity BIBAFull-Text 317-320
  Hyungsin Kim; Anya Kogan; Chandan Dasgupta; Michael Misha Novitzky; Ellen Yi-Luen Do
This paper presents a handheld mobile game, Grocery Hunter that encourages children to take on healthy eating habits. Children can use a pocket PC to play the Grocery Hunter game to learn about food nutrition and healthy food choices. Childhood obesity in the United States has already reached epidemic proportions. The best way to help children attain and maintain healthy weight is through physical activity and nutritious eating. Our design addresses nutrition directly by teaching children healthy eating habits using an interactive game in the grocery store.
Interaction mapping affects spatial memory and the sense of presence when navigating in a virtual environment BIBAFull-Text 321-324
  Hannu Järvinen; Ulysses Bernardet; Paul F. M. J. Verschure
By their very nature, virtual reality worlds are spatial. Hence, one of the key requirements for virtual reality applications is the possibility to navigate within the virtual world. Previous studies have shown that the characteristics of the device used for navigation, both in terms of the physical properties, and the interaction logic, has effects on the user's experience. The question we address is how does different navigation modes with the same physical interface affect the user's experience. We selected two modes which differed in the way the user's actions were mapped to movements in the virtual environment. To quantify the difference between the two interaction mappings, spatial memory and the subjective sense of presence were compared. The results of our study showed that interaction mapping affects both, spatial memory and presence. Hence, not only the specific physical device but also the way it is used is important for the user's experience and recollection of it. Additionally, we found a correlation between spatial memory and subjective sense of presence, which indicates that the subjective sense of presence can be estimated from the performance in a spatial memory task.
An object-centric interaction framework for tangible interfaces in virtual environments BIBAFull-Text 325-332
  Johann Habakuk Israel; Oliver Belaifa; Adrienne Gispen; Rainer Stark
The spatial and semantic integration of tangible user interfaces (TUI) into virtual environments is a promising approach to enhance mixed reality-applications with dynamic three-dimensional graphics and graspable controls. Although various software frameworks for virtual reality periphery and tangible interaction exist, a novel framework which provides a high-level TUI-object-centric interface (instead of device-centric interface) and duplex access to important physical properties of TUI-objects, e.g. three-dimensional position, sensor states, force actuators could foster the development of such mixed-reality applications.
   This paper describes a TUI-VR-framework whose aim is to support the development of physically enriched VR-applications. It focuses on the spatial and manipulative properties of TUI-objects, leaving it to the application to implement interaction techniques, semantics and expressive physical/digital couplings [cf. 10, 27].
   On the programming side, the primary goals of the framework are the integration of a device abstraction layer, a lightweight application programming interface and full duplex communication between the TUI-application and interaction devices. The framework allows for a distributed system configuration and is highly customizable. Various virtual reality tracking frameworks and devices (e.g. VRPN, Ascension MotionStar, force-feedback devices) and physical toolkits (e.g. Phidgets) are already integrated. Further adapters can also easily be integrated.
   The capabilities and flexibility of the framework are illustrated at the end of the paper by means of two use cases.
SketchTop: design collaboration on a multi-touch tabletop BIBAFull-Text 333-336
  Paul Clifton; Ali Mazalek; Jon Sanford; Claudia Rébola; Seunghyun Lee; Natasha Powell
Computer mediated group collaboration, particularly in the design and engineering disciplines, is in need of better applications that suit the needs of effective exchange of information. Multi-touch surfaces offer the capabilities to augment and better enable face-to-face interaction with digital content and applications. This paper presents the design, development and testing of SketchTop, a multi-touch sketching application for collocated design collaboration.

Studios and workshops

Bizarro game controllers studio proposal BIBAFull-Text 337-340
  Amanda Williams; Eric Kabisch
Tangible interfaces are increasingly becoming commercially available products in the current generation of game controllers like the Nintendo Wii Remote, Microsoft's Kinect, and Sony's Eye. Tangible interaction researchers and designers can push the envelope of game controllers by thinking creatively about input device design. At the same time, the constraints of controlling a playable game can provide us with a fun, engaging, and useful design exercise.
Electronics as material: littleBits BIBAFull-Text 341-344
  Ayah Bdeir; Ted Ullrich
Electronics are everywhere. We now produce, consume and throw out more electronic gadgets than ever before. Yet, creativity with electronics starts when they can be thought of as sketching materials like paper, screws, cardboard.
   This Studio will allow participants to create prototypes of interactive gadgets using a diverse library of materials: littleBits (an opensource kit of pre-assembled electronics that snap together with tiny magnets), combined with traditional design materials (foam, fabric, paper, clay etc).
   The Studio structure is in several phases. The participants start by conceptualizing an interactive object or small scale installation, break down the interaction, and build it using familiar and unfamiliar materials. Participants will then present their creation and discuss the process of expanding their materials library to include light, sound, sensing, and motion. Finally, the participants will come up with ideas for new littleBits modules to suggest or contribute to the open source kit and community.
Fine bookbinding meets electronics BIBAFull-Text 345-348
  Daniela K. Rosner; Hannah Perner-Wilson; Jie Qi; Leah Buechley
As technologies, finely bound books are compact, durable forms that get passed from one generation to the next. As handcrafted objects, they exemplify manual control and dexterity, patience and care, and continuity with the past. Paper-based electronic books, by contrast, are relatively new objects that enable novel interactions with material. Here we explore connections between centuries-old and contemporary building techniques by adding electronics to traditional binding. What kinds of details would be interesting to learn about the past? How could we use conductive fibers to talk to the future? What could gilded edges tell us about our interactions with books? In this studio, participants will build basic bookbinding and e-textiles skills to enable new material explorations.
A toolkit for tinkering with tangibles & connecting communities BIBAFull-Text 349-352
  Edward Baafi; Amon Millner
In this hands-on Studio, you'll explore Modkit, a new toolkit for creating tangible interfaces (e.g., bike handlebars with interactive lights and sounds). Modkit makes it possible for novices and experienced programmers/designers to bring tangibles to life by offering graphical command blocks inspired by the Scratch programming environment. Modkit tools work with the Arduino platform's library of code (such as C/C++) to enable users to participate in a community rich with project ideas and sample files. Modkit supports multiple representations of code -- graphical command blocks can become editable text-based code to offer additional avenues for learning and sharing. The Studio welcomes members of the research, industrial, academic, maker, and I-just-want-to-have fun communities of all experience levels to participate. Participants will have opportunities to use Modkit in personally-meaningful ways. Participants who wish to extend Modkit tools with new functionality will have opportunities to do so. The organizers will conclude the Studio with a discussion around activities, example projects, and approaches to adapting the toolkit to different settings. Participants will contribute to brainstorming about potential uses, future directions, and collaborations.
Modular robotics studio BIBAFull-Text 353-356
  Eric Schweikardt
The Modular Robotics Studio will engage participants in a structured exploration (guided play) and reflective discussion of the principles and practice of building interactive experiences with a modular reconfigurable construction kit of robot components.
SketchChair studio TEI2011 BIBAFull-Text 357-360
  Greg Saul; Manfred Lau; Jun Mitani; Takeo Igarashi
SketchChair is an application that allows novice users to take part in the entire process of designing and fabricating their own full-sized usable chairs from scratch. During the studio, participants will be able to design, build and take home their own scale model paper chair. Participants will be introduced to SketchChair whilst learning how to use a paper cutting plotter to make slice form models. Furthermore we will discuss the considerations around designing tools for customization and CNC production.
Do-it-yourself creation of pervasive, tangible applications BIBAFull-Text 361-364
  Juan R. Velasco; Marc Roelands; Dries De Roeck; Rob Moonen; Lieven Trappeniers; Miguel A. A. Lopez-Carmona; Ivan Marsa-Maestre; Emmanuel Marilly; Noël Crespi; Yacine Ghamri-Doudane
As technology advances and becomes more pervasive, the DiY (Do-it-Yourself) paradigm that emerged on the furniture & home decoration market in the 70's is now experiencing a second birth in the digital realm. Continuing from the prosumer paradigm, where people are allowed not only to surf a network obtaining content and information, but also (co-)create such elements themselves, the user-centered participation is expected to further increase beyond the Web 2.0 as we know it.
   In line with the supporting ITEA2 DiY Smart Experiences (DiYSE) project, this studio aims to offer participants the opportunity to create, design and share pervasive applications within the smart space ecosystem provided by the DiYSE framework and its development methodology.
Cardboard modeling studio: a designerly exploration tool for rich and embodied interaction BIBAFull-Text 365-368
  Joep Frens
Central to this studio is the question of how to design for rich and embodied (meaningful) interaction. We approach this question from a designerly perspective and find inspiration in the theory of ecological perception and in the domain of tangible and embodied interaction. As we aim for a meaningful interaction style that is firmly rooted in human experience and the diverse human skills, we present cardboard modeling as a designerly exploration tool that offers experiential insight into the solution domain of a given interaction design challenge. The studio has two distinct parts: part one aims at familiarizing the participants with the cardboard modeling technique and part two emphasizes the use of the cardboard modeling technique as an instrument to explore meaningful interaction. During the second part of the studio also the quality of the interaction solutions are discussed through presentations. The studio runs from 9.30h to approximately 17.00h.
Building interactive systems using unconventional electronics BIBAFull-Text 369-372
  John Sarik; Ioannis Kymissis
Many interactive systems use "conventional" silicon-based sensors and electronics that limit their functionality and scalability. Organic, amorphous inorganic, and other "unconventional" electronics are ideal for applications that require mechanical flexibility or large-area sensing. In this studio participants will use simple control electronics and a range of unconventional materials to design and build a custom interactive system that combines organic light-emitting diodes and piezoelectric pressure sensors.
Napkin schematics studio BIBAFull-Text 373-376
  Nathan Seidle
In the Napkin Schematics Studio, tangible interaction designers who have basic experience with microcontrollers (for example, Arduino) will brainstorm about project design and development with the guidance of an experienced electronics designer. Then, working in small groups, the participants will build working prototypes of selected designs from the brainstorming session.
Prototyping with Microsoft .NET gadgeteer BIBAFull-Text 377-380
  Nicolas Villar; James Scott; Steve Hodges
Microsoft .NET Gadgeteer is a new prototyping platform that makes it easier to construct, program and shape new kinds of computing objects. It is comprised of modular hardware, software libraries and 3D CAD support. Together, these elements support the key activities involved both in the rapid prototyping and the small-scale production of custom embedded, interactive and connected devices. We propose to organize and run a studio at TEI 2010 where participants are introduced to the platform and its capabilities. Participants will work in groups, assembling electronic modules, writing software and designing a case or enclosure for their device. The end-result will be that each group develops a fully functional device, which can be exhibited at the TEI demo session.
Second international workshop on organic user interfaces BIBAFull-Text 381-384
  Audrey Girouard; Roel Vertegaal; Ivan Poupyrev
Advances in display, sensor and actuator technology are changing the field of TEI, and opening new research areas. While modern interfaces have been designed for traditional planar and static display devices, next-generation UI allow digital objects to change their shape and embed displays anywhere. Fitting into the paradigm of Organic User Interfaces, these developments require us to reexamine and reevaluate some of the basic design principles and interaction styles currently used. This Second International Workshop on Organic User Interfaces will bring together experts to discuss, brainstorm and prototype next generation of user interfaces.
TEI work-in-progress workshop BIBAFull-Text 385-388
  Ellen Yi-Luen Do; Ian Oakley; Mark D. Gross
The TEI Work-in-Progress workshop invited submissions about designing, making, studying, exploring and experiencing of projects on tangible, embedded and embodied interaction. The workshop aimed to provoke, intrigue, and inspire the TEI community by sharing work-in-progress practice, late breaking innovation, cutting-edge research, and controversial and compelling work. It provided a venue for eliciting feedback and fostering discussions and collaborations among TEI colleagues. The TEI Work-in-Progress workshop provided an opportunity for members of the TEI community with common and diverse interests to meet in the context of a focused and interactive discussion and a showcase for exciting new work that is still at an early stage.

Art explorations

Here be monsters! BIBAFull-Text 389-390
  Martin Jonsson; Magnus Mattsson
In this work we present the monster eye installation, consisting of an artifact with which you can examine secrets that are hidden inside the walls.
Tardigotchi: considerations on pets and digital simulations BIBAFull-Text 391-392
  Douglas Easterly; Matthew Kenyon; Tiago Rorke
Tardigotchi is a device art object that could be described as a game, toy, vivarium and digital pet. The authors of this paper, Tardigotchi's inventors, will describe its composition and interactive functions, precedents that led to this work, as well as some related scientific and philosophical themes.
Zeugen: seeing and being seen BIBAFull-Text 393-394
  Morgan Rauscher; Randy Glenn
Electronic media technology provides artists with tools for exploring interactivity. New immersive media sensations can result from the interactions between viewers and electronic artwork. "Zeugen" is an interactive and immersive new media artwork that was developed as a part of a creative exploration into the sensations of seeing and being seen.
Sidetrack BIBAFull-Text 395-396
  Jacek Barcikowski; Jennifer Kay; Martina Pagura
In this paper we describe the concept of Sidetrack, table, the motivation that lead to its creation and information about how does it work.
tendrils: exploring the poetics of collective touch in wearable art BIBAFull-Text 397-398
  Thecla Schiphorst; Jinsil Seo
This paper summarizes the artistic concepts underlying the design of tendrils, a responsive kinetic wearable art-work in the form of an interactive garment. The design process of tendrils is based in artistic exploration influenced by the somatic turn: an approach to designing for experience using embodied practice. Based on a somaesthetic framework for the design of expressive interaction [1], tendrils emphasizes four main concepts, 1) the experience of the sensory self, 2) design for poetics of interaction, 3) materiality based in soft-circuit design as well as the sensory materiality of the body, and 4) the computational semantics that supports sensory input and response through touch, both locally on the garment and collectively through iPhone/iPod touch interaction. The tendrils artwork is described in terms of its concept, aesthetics and execution.
LightBox: exploring interaction modalities with colored light BIBAFull-Text 399-400
  Alexander Wiethoff; Magdalena Blöckner
In this paper we describe a prototype for the simple and playful exploration of various interaction modalities with colored light.
The presence table: a reactive surface for ambient connection BIBAFull-Text 401-402
  Matthew Canton
The Presence Table is a prototype that connects two households through an ambient, expressive interaction. The surface of the table illuminates and creates a reactive trace of human gestures and everyday objects. This trace is shared through a network connection to a linked surface at another location.
Skintimacy: exploring interpersonal boundaries through musical interactions BIBAFull-Text 403-404
  Alexander Müller; Jochen Fuchs; Konrad Röpke
With 'Skintimacy' we present a skin-based interface for a collaborative musical performance. The experimental setup is intended to be both an evocative tool for interpersonal interaction and touch, as well as an alternative digital musical instrument. By integrating the human skin and touch into the musician-computer interface, we propose a bodily-close haptic and emotional experience. Our intention, our research question, the system design, and first observations of this phenomenological experience are outlined below.
SoLu: hyperinstrument BIBAFull-Text 405-406
  André Rangel Macedo; Anne-Kathrin Siegel
Demonstration of a proposal of correspondence between Light and Sound. This proposal is materially exemplified by means of a new hyperinstrument, which gives its users the control over a multi-sensorial algorithmic composition generated in real-time. The employed methodology and mathematical model were presented with some detail in a previous, insofar as they pretend to be matter and reference for future developments in the field of multi-sensorial composition. Audiovisual documentation of the demonstration and previous paper available at: http://3kta.net/solu
iLand: a tangible location aware narrative experience BIBAFull-Text 407-408
  Mara Dionisio; Valentina Nisi; Jos P. van Leeuwen
iLand is a technology enhanced location aware narrative experience that captures and exposes the rich oral culture and traditions in the Island of Madeira for a wide variety of audience in particular foreigners and tourists. Using the Madeira main city, Funchal, as a setting to bring a new level of engagement of the audience with the old part of the city and its traditional stories. With this aim in mind we designed an immersive experience in the old part of the city were the local settings and its tangible details merge with the story world and events. As the experience unfolds the audience is taken deeper into the local traditions as well as into the old part of the city. In order to achieve this we designed and produced a series of short stories carefully distributed in the real space. The experience is mediated through the Placeware location aware mobile story platform [1] to functions as a tangible interface between the local stories and architectural setting and its audience.
NUVE: in between the analog and virtual body BIBAFull-Text 409-410
  João Martinho Moura; Barros; Pedro Branco; Adérito Fernandes Marcos
NUVE is an artistic project that aims to explore the artistic possibilities offered by the digital dance performances in the interaction between the individual and his virtual double. In NUVE we conceptualized, developed and implemented a digital artifact, resulting in a fluid digital performance based on the theme of the analog body versus the digital virtual body.
Osciloscopiando: interactive video-mechanical sculpture BIBFull-Text 411-412
  Daniela Steinsapir; Paulo Blikstein
Sensor poetics BIBAFull-Text 413-414
  Kjen Wilkens
Sensor Poetics proposes the idea of a fictional gadget called the 'weather camera' and uses this as a scenario to pose questions about story telling, data narratives, our relation to weather and the possibility of a digital product long-tail.
Hug@ree: a RTiVISS experience BIBAFull-Text 415-416
  Mónica Mendes; Pedro Ângelo; Nuno Correia
Hug@ree is an interactive installation that provides a bond between urban beings and the forest. Participants hug a real tree, triggering their registration in the virtual world for further interaction.
SolaColor: space coloration with solar light BIBAFull-Text 417-418
  Tomoko Hashida; Yasuaki Kakehi; Takeshi Naemura
SolaColor is a scheme for creating a place (namely, a floor space) whose color is varied in response to sunlight. The aim of this work is to create sustainable spatial rendition by utilizing sunlight. A feature of this spatial-rendition scheme is rendering places by color -- rather than contrast -- of lighting. By means of SolaColor, areas in sunlight are colored in pink, while shaded areas are colored white. When this scheme is practically applied, time-varying patterns appear in synchronization with the movement of the sun. When a person or object enters a space created by SolaColor, white shadows oriented according to the position of the sun are formed in the manner of a sundial. The scheme can be implemented by utilizing photochromic material and optical design, and it can be introduced in any location under sunlight without the need for an electrical-power supply.
Immersive data grasping using the explore table BIBAFull-Text 419-420
  Marius Brade; Dietrich Kammer; Mandy Keck; Rainer Groh
Accustomed to traditional user experiences with mouse and keyboard, designers are challenged to break free and find new and compelling approaches to interaction design for natural user interfaces. Tangible and embodied interaction works in parallel, is quick, and allows cooperative work. This exploration serves to inspire and provoke critical reflection on interaction design for natural user interfaces based on physical substances that are used in everyday life -- like eggs, soap bubbles, and magnets.
ReplayMyPlay: model energy playground BIBAFull-Text 421-422
  Sibel Deren Guler
The proposed exploration exhibits a prototype structure of ReplayMyPlay, an energy-harvesting play structure that converts the mechanical energy from the motion of children's play into electric power.
Social bits: toward artistic expression powered by small information generated by daily lives of people BIBAFull-Text 423-424
  Hideaki Ogawa; Jayme Cochrane; Mahir M. Yavuz; Emiko Ogawa; Junichi Yura; Taizo Zushi
In this paper we describe the basic concept of Social Bits and we introduce two art pieces named Kazamidori and Monster created under the concept of Social Bits.
Espanta espíritos: a user-driven, multisensorial sculpture BIBAFull-Text 425-426
  Yago de Quay
Who never whispered a secret to a wind chime, or saw it scare off evil spirits will have the opportunity to do so on a massive scale. The Espanta Espíritos is an interactive sculpture that embodies the spiritual and physical features of a wind chime. This piece presents itself as a giant wind chime made out of recyclable material, the size of a person, ready for outdoors or indoors. People can whisper secrets to the Espanta Espíritos, and through a microphone and a camera, it will register these secrets forever. Natural wind, or a specially designed reactive fan, will cause the Espanta Espíritos to move, and then play these recordings through different audio effects, recreating the secret as if said by spirits. To enhance the illusion, phantasmagoric videos of those who whispered will be projected on the sculpture.

Graduate student consortium

Talking tangibles: design for peripheral interaction BIBAFull-Text 427-428
  Saskia Bakker
This paper describes ongoing research in a 4 year PhD project that started in June 2009. With the computer becoming pervasive in everyday life, a need for new interaction styles has emerged. In the realm of the vision of calm technology [6], we see potential in interaction shifting to the periphery of the attention. The aim of this research is to study interactive systems designed for peripheral interaction by combining physical artifacts and audio.
Authentication on public terminals with private devices BIBAFull-Text 429-430
  Andrea Bianchi
Authentication in public spaces, such as ATM PIN entry, is inherently susceptible to security attacks based on observation in person or via cameras. This paper briefly introduces the idea of decoupling the authentication process in two separate sub-tasks (the interaction needed for PIN input and its transmission to the terminal), each with different usability and security goals. In order to support this idea, we present two research projects based on multimodal feedback and physical proximity and explain how they fit into this model.
Ambient persuasive guidance BIBAFull-Text 431-432
  Gerrit Boehm
This study presents solutions for particular problems commuters encounter during the walking phase of their journey in public transport facilities, e.g. the London Underground. Commuters get obstructed or have collisions at bottleneck situations, making their walking inefficient and stressful. The notion presented here is to reinforce existing infrastructures with embedded ambient persuasive technologies (APT) acting as psychological guiding measures (PGM) to enhance pedestrians' situational awareness. The aim is to provide enhanced feedback to change commuters' behaviour to improve the flow and quality of walking. A set of novel analog and digital design interventions has been developed for various bottleneck situations. This study will yield insight into new forms of interactive, dynamic information to support commuters during the walking parts of their journey using PGM, rather than physical components.
Spatial relationships: a framework for understanding the relationships between real and virtual spaces BIBAFull-Text 433-434
  Paul G. Clifton
In this paper, I describe how representation, mapping, and interaction create the basis of a framework for discussing the relationships between real and virtual spaces and describe the design of an installation to illustrate these concepts.
Art, engineering, and invention BIBAFull-Text 435-436
  Jill Coffin
In this paper I describe my dissertation-in-progress, Art, Engineering, and Invention. This research draws upon a triad of practice, evidence, and theory to contribute to the understandings of how the practices of art and engineering can resolve into an interdisciplinary practice of creating innovative technological art and technological artifacts.
Material-centered design and evaluation of tangible user interfaces BIBAFull-Text 437-438
  Tanja Doering
This paper presents an overview of an ongoing doctoral research project on materiality and tangible user interfaces (TUIs). The aim of the thesis is to address materiality as an important design element of tangible user interfaces and develop a material-based design knowledge for TUIs, e.g., in the form of material-based design patterns and evaluation methods. This is done iteratively in three steps: (1) compilation of interdisciplinary material theories and their application to tangible user interfaces, (2) exploratory prototyping of material-based interaction, and (3) validation of developed design knowledge and evaluation techniques in evaluations of TUI prototypes in different application domains.
TouchSound: making sounds with everyday objects BIBAFull-Text 439-440
  Huaishu Peng
In this paper I am presenting TouchSound, a wearable device that generates sounds and music by interacting with everyday objects by hand. By mixing tactile and auditory sensations, TouchSound promotes enjoyable musical experiences. It could be used by musicians to explore new ways to perform music, for educators to teach music to kids, and provide an opportunity for people to play music by touching everyday objects.
Feedback fridge: tangible visualization of nutritional data with preventive effect BIBAFull-Text 441-442
  Philipp Schoessler
The Feedback Fridge is a system that makes the visualization of nutritional data tangible and thereby more understandable to the user. Using RFID (radio-frequency identification) technology and one inflatable airbag inside every compartment of a refrigerator the fridge reacts on the kind of food that is put into it. Is the food healthy or unhealthy? Low in fat or high in fat? By inflating or deflating the airbags correspondingly the user is shown how nutritious or healthy his food is. This visualization also has a certain preventive effect by pushing food out of the fridge if the airbags get too big. The Feedback Fridge can thereby help enhance people's health and lead them to a balanced and nutritious diet.
Bouncing glow: methods of creating content elements for one-pixel-displays BIBAFull-Text 443-444
  Daniel Wessolek
This paper describes novel methods of generating patterns as content for One-Pixel-Displays. These patterns of varying light intensity are created as content elements for One-Pixel-Displays or computer controllable light sources in general. The elements are intended as the language foundations for storytelling within a new medium. We argue that content creation in this field is running behind the hardware developments and therefore needs to be explored. One example presented is the time-based mapping of the vertical position of a simulated bouncing ball to light intensity variations of a light source, in this case a TFT and a DMX-controlled incandescent light bulb. The other example is the mapping of different sound recordings to light. These methods show promising first results for creating content elements.
Character interaction with handheld projectors BIBAFull-Text 445-446
  Karl D. D. Willis
I present a summary of my research dealing with character interaction using handheld projectors. My work draws from the tradition of pre-cinema handheld projectors that use direct physical manipulation to control projected imagery. I build upon this work with a system allowing users to interactively control characters by moving and gesturing with the handheld projector itself. This creates a unified interaction style where input and output are tied together within a single device. I present a prototype handheld platform, several games, and augmented reality application scenarios to illustrate the approach.
Microinteractions beside ongoing manual tasks BIBAFull-Text 447-448
  Katrin Wolf
This paper explores how microinteractions as finger gestures allow executing a secondary task without interrupting the manual primary tasks such as driving a car or using a smart stylus. An analyses of Bock's Grip Taxonomy helps to identify manual primary tasks that have a huge benefit of not being interrupted by secondary tasks to control mobile applications and devices. This vision could offer the possibility to use the mobile phone safely while holding a steering wheel of the car as well as augment the functionality of a smart stylus such as change the stroke width without stopping to write or to draw.
   After discussing some in this research field used tracking technologies, such as EMG or depth camera, we explore the benefits and device hardware of our prototype, which uses accelerometers to track finger gestures without disable any hand-skills, like its flexibility or tactile sense.
Designing for an everyday ubicomp with tangible and embodied materials BIBAFull-Text 449-450
  Jim Wood
This paper describes research from the author's PhD studies that explore the use and development of digital tools and methods to enable prototyping and fabrication of digital artefacts that may belong in the next generation of ubiquitous or pervasive computing. By expanding from the current interest in physical computing, digital making and the DIY culture grown from the Internet, the research aims to show a new direction by an open source approach to the field. It is the author's thesis that whilst those envisaging the near-future technologies of ubiquitous computing, place much effort on networking protocols and embedded technologies, it is necessary to examine how these technical and mediated connections will be held on a more practical level. In such there is a role for design and creative approaches to act as an interlocutor, both in methods and materials. How in everyday life will we understand our networked watch, pen or broach, how could it embody our knowledge or emotions, and could it in turn have its own agency and knowing? This research has focused on three areas of study, methods, tools and communities. In each of these areas, projects have been or are being carried out; case studies, design proposals, participatory tools and the creation of exemplar artefacts. This paper will introduce some of the findings to date.