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DigitSpace: Designing Thumb-to-Fingers Touch Interfaces for One-Handed and Eyes-Free Interactions Tracking Fingers / Huang, Da-Yuan / Chan, Liwei / Yang, Shuo / Wang, Fan / Liang, Rong-Hao / Yang, De-Nian / Hung, Yi-Ping / Chen, Bing-Yu Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.1526-1537
ACM Digital Library Link
Summary: Thumb-to-fingers interfaces augment touch widgets on fingers, which are manipulated by the thumb. Such interfaces are ideal for one-handed eyes-free input since touch widgets on the fingers enable easy access by the stylus thumb. This study presents DigitSpace, a thumb-to-fingers interface that addresses two ergonomic factors: hand anatomy and touch precision. Hand anatomy restricts possible movements of a thumb, which further influences the physical comfort during the interactions. Touch precision is a human factor that determines how precisely users can manipulate touch widgets set on fingers, which determines effective layouts of the widgets. Buttons and touchpads were considered in our studies to enable discrete and continuous input in an eyes-free manner. The first study explores the regions of fingers where the interactions can be comfortably performed. According to the comfort regions, the second and third studies explore effective layouts for button and touchpad widgets. The experimental results indicate that participants could discriminate at least 16 buttons on their fingers. For touchpad, participants were asked to perform unistrokes. Our results revealed that since individual participant performed a coherent writing behavior, personalized $1 recognizers could offer 92% accuracy on a cross-finger touchpad. A series of design guidelines are proposed for designers, and a DigitSpace prototype that uses magnetic-tracking methods is demonstrated.

GaussMarbles: Spherical Magnetic Tangibles for Interacting with Portable Physical Constraints Everyday Objects as Interaction Surfaces / Kuo, Han-Chih / Liang, Rong-Hao / Lin, Long-Fei / Chen, Bing-Yu Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4228-4232
ACM Digital Library Link
Summary: This work develops a system of spherical magnetic tangibles, GaussMarbles, that exploits the unique affordances of spherical tangibles for interacting with portable physical constraints. The proposed design of each magnetic sphere includes a magnetic polyhedron in the center. The magnetic polyhedron provides bi-polar magnetic fields, which are expanded in equal dihedral angles as robust features for tracking, allowing an analog Hall-sensor grid to resolve the near-surface 3D position accurately in real-time. Possible interactions between the magnetic spheres and portable physical constraints in various levels of embodiment were explored using several example applications.

GaussRFID: Reinventing Physical Toys Using Magnetic RFID Development Kits Everyday Objects as Interaction Surfaces / Liang, Rong-Hao / Kuo, Han-Chih / Chen, Bing-Yu Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4233-4237
ACM Digital Library Link
Summary: We present GaussRFID, a hybrid RFID and magnetic-field tag sensing system that supports interactivity when embedded in retrofitted or new physical objects. The system consists of two major components -- GaussTag, a magnetic-RFID tag that is combined with a magnetic unit and an RFID tag, and GaussStage, which is a tag reader that is combined with an analog Hall-sensor grid and an RFID reader. A GaussStage recognizes the ID, 3D position, and partial 3D orientation of a GaussTag near the sensing platform, and provides simple interfaces for involving physical constraints, displays and actuators in tangible interaction designs. The results of a two-day toy-hacking workshop reveal that all six groups of 31 participants successfully modified physical toys to interact with computers using the GaussRFID system.

Empath: Understanding Topic Signals in Large-Scale Text Search and Discovery / Fast, Ethan / Chen, Binbin / Bernstein, Michael S. Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4647-4657
ACM Digital Library Link
Summary: Human language is colored by a broad range of topics, but existing text analysis tools only focus on a small number of them. We present Empath, a tool that can generate and validate new lexical categories on demand from a small set of seed terms (like "bleed" and "punch" to generate the category violence). Empath draws connotations between words and phrases by deep learning a neural embedding across more than 1.8 billion words of modern fiction. Given a small set of seed words that characterize a category, Empath uses its neural embedding to discover new related terms, then validates the category with a crowd-powered filter. Empath also analyzes text across 200 built-in, pre-validated categories we have generated from common topics in our web dataset, like neglect, government, and social media. We show that Empath's data-driven, human validated categories are highly correlated (r=0.906) with similar categories in LIWC.

GaussRFID: Reinventing Physical Toys Using Magnetic RFID Development Kits Video Showcase Presentations / Liang, Rong-Hao / Kuo, Han-Chih / Chen, Bing-Yu Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.8
ACM Digital Library Link
Summary: We present GaussRFID, a hybrid RFID and magnetic-field tag sensing system that supports interactivity when embedded in retrofitted or new physical objects. The system consists of two major components -- GaussTag, a magnetic-RFID tag that is combined with a magnetic unit and an RFID tag, and GaussStage, which is a tag reader that is combined with an analog Hall-sensor grid and an RFID reader. A GaussStage recognizes the ID, 3D position, and partial 3D orientation of a GaussTag near the sensing platform, and provides simple interfaces for involving physical constraints, displays and actuators in tangible interaction designs. The results of a two-day toy-hacking workshop reveal that all six groups of 31 participants successfully modified physical toys to interact with computers using the GaussRFID system.

GaussStudio: Designing Seamless Tangible Interactions on Portable Displays Studio-Workshops / Liang, Rong-Hao / Kuo, Han-Chih / Alonso, Miguel Bruns / Chen, Bing-Yu Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.786-789
ACM Digital Library Link
Summary: The analog Hall-sensor grid, GaussSense, is a thin-form magnetic-field camera technology for designing expressive occlusion-free, near-surface tangible interactions on conventional portable displays. The studio will provide hands-on experiences that combine physical designs and the GaussSense technology. Through a series of brainstorming and making exercises, participants will learn how to exploit natural hand and micro interactions through designing the expressions and affordances of physical objects, and know how to utilize physical constraints to provide additional kinesthetic awareness and haptic feedback. The exercises will be including form-giving, electronic prototyping, and hacking physical toys that are prepared by either the organizers or participants.

CyclopsRing: Enabling Whole-Hand and Context-Aware Interactions Through a Fisheye Ring Session 8A: Hands and Fingers / Chan, Liwei / Chen, Yi-Ling / Hsieh, Chi-Hao / Liang, Rong-Hao / Chen, Bing-Yu Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.549-556
ACM Digital Library Link
Summary: This paper presents CyclopsRing, a ring-style fisheye imaging wearable device that can be worn on hand webbings to enable whole-hand and context-aware interactions. Observing from a central position of the hand through a fisheye perspective, CyclopsRing sees not only the operating hand, but also the environmental contexts that involve with the hand-based interactions. Since CyclopsRing is a finger-worn device, it also allows users to fully preserve skin feedback of the hands. This paper demonstrates a proof-of-concept device, reports the performance in hand-gesture recognition using random decision forest (RDF) method, and, upon the gesture recognizer, presents a set of interaction techniques including on-finger pinch-and-slide input, in-air pinch-and-motion input, palm-writing input, and their interactions with the environmental contexts. The experiment obtained an 84.75% recognition rate of hand gesture input from a database of seven hand gestures collected from 15 participants. To our knowledge, CyclopsRing is the first ring-wearable device that supports whole-hand and context-aware interactions.

FlexiBend: Enabling Interactivity of Multi-Part, Deformable Fabrications Using Single Shape-Sensing Strip Session 9B: Pens, Mice and Sensor Strips / Chien, Chin-yu / Liang, Rong-Hao / Lin, Long-Fei / Chan, Liwei / Chen, Bing-Yu Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.659-663
ACM Digital Library Link
Summary: This paper presents FlexiBend, an easily installable shape-sensing strip that enables interactivity of multi-part, deformable fabrications. The flexible sensor strip is composed of a dense linear array of strain gauges, therefore it has shape sensing capability. After installation, FlexiBend can simultaneously sense user inputs in different parts of a fabrication or even capture the geometry of a deformable fabrication.

The Influence of Individual Affective Factors on the Continuous Use of Mobile Apps Social Media for Business / Yeh, Yi-Hsuan / Chen, Belinda / Wu, Nien-Chu HCIB 2015: 2nd International Conference on HCI in Business 2015-08-02 p.197-206
Keywords: Mobile apps; Task-Technology Fit; Value-Technology Fit; Subjective norm
Link to Digital Content at Springer
Summary: Mobile apps have attracted a substantial amount of attention in mobile commerce. Usage behavior of consumers is always an important issue in this research area. The objective of this study is to explore what factors will affect an individual's continuance intention to use mobile apps. We proposes a research model that integrates the Task-Technology Fit (TTF) and Theory of Reasoned Action (TRA), which are augmented with concepts of affective factors. We conduct an online survey and the results show that a higher degree of TTF and VTF (Value-Technology Fit) resulted in a more positive attitude towards using the mobile app. SN and attitude had strong significant impacts on users' continuance intention to use the app. However, TTF and VTF had no significant effect on the continuance intention to use the app.

WonderLens: Optical Lenses and Mirrors for Tangible Interactions on Printed Paper Tangible Interactions / Liang, Rong-Hao / Shen, Chao / Chan, Yu-Chien / Chou, Guan-Ting / Chan, Liwei / Yang, De-Nian / Chen, Mike Y. / Chen, Bing-Yu Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.1281-1284
ACM Digital Library Link
Summary: This work presents WonderLens, a system of optical lenses and mirrors for enabling tangible interactions on printed paper. When users perform spatial operations on the optical components, they deform the visual content that is printed on paper, and thereby provide dynamic visual feedback on user interactions without any display devices. The magnetic unit that is embedded in each lens and mirror allows the unit to be identified and tracked using an analog Hall-sensor grid that is placed behind the paper, so the system provides additional auditory and visual feedback through different levels of embodiment, further enhancing the interactivity with the printed content on the physical paper.

Cyclops: Wearable and Single-Piece Full-Body Gesture Input Devices Using Random Body Parts for Input / Chan, Liwei / Hsieh, Chi-Hao / Chen, Yi-Ling / Yang, Shuo / Huang, Da-Yuan / Liang, Rong-Hao / Chen, Bing-Yu Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3001-3009
ACM Digital Library Link
Summary: This paper presents Cyclops, a single-piece wearable device that sees its user's whole body postures through an ego-centric view of the user that is obtained through a fisheye lens at the center of the user's body, allowing it to see only the user's limbs and interpret body postures effectively. Unlike currently available body gesture input systems that depend on external cameras or distributed motion sensors across the user's body, Cyclops is a single-piece wearable device that is worn as a pendant or a badge. The main idea proposed in this paper is the observation of limbs from a central location of the body. Owing to the ego-centric view, Cyclops turns posture recognition into a highly controllable computer vision problem. This paper demonstrates a proof-of-concept device, and an algorithm for recognizing static and moving bodily gestures based on motion history images (MHI) and a random decision forest (RDF). Four example applications of interactive bodily workout, a mobile racing game that involves hands and feet, a full-body virtual reality system, and interaction with a tangible toy are presented. The experiment on the bodily workout demonstrates that, from a database of 20 body workout gestures that were collected from 20 participants, Cyclops achieved a recognition rate of 79% using MHI and simple template matching, which increased to 92% with the more advanced machine learning approach of RDF.

Cyclops: Wearable and Single-Piece Full-Body Gesture Input Devices Video Showcase Presentations / Chan, Liwei / Hsieh, Chi-Hao / Chen, Yi-Ling / Yang, Shuo / Huang, Da-Yuan / Liang, Rong-Hao / Chen, Bing-Yu Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.159
ACM Digital Library Link
Summary: This work presents Cyclops, a single-piece wearable device that sees its user's whole body postures through an ego-centric view of the user that is obtained through a fisheye lens at the center of the user's body, allowing it to see only the user's limbs and interpret body postures effectively. Unlike currently available body gesture input systems that depend on external cameras or distributed motion sensors across the user's body, Cyclops is a single-piece wearable device that is worn as a pendant or a badge. Owing to the ego-centric view, Cyclops turns posture recognition into a highly controllable computer vision problem. We demonstrate a proof-of-concept device and an algorithm for recognizing static and moving bodily gestures based on motion history images (MHI) and a random decision forest (RDF). Four example applications of interactive bodily workout, a mobile racing game that involves hands and feet, a full-body virtual reality system, and interaction with a tangible toy are presented.

Motorcycle Ride Care Using Android Phone WIP Theme: Mobile Interactions / Chen, Bo-Han / Wong, Sai-Keung / Chang, Wei-Che Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.1525-1530
ACM Digital Library Link
Summary: We propose an Automatic Motorcycle Turn Signal (AMTS) system to assist motorcyclists to automatically signal turns. The AMTS system utilizes the gyroscope sensor of the Android phone to detect the turning direction of a motorcycle and then the system turns on the light and sound accordingly. We have evaluated the proposed AMTS system in indoor and outdoor environments. The evaluation results indicate that the AMTS system could be useful to automatically signal turns. We also conducted a survey of the questionnaire. The survey result shows that the AMTS system is highly appreciated by the motorcyclists.

"Twitter Archeology" of learning analytics and knowledge conferences Curricula, network and discourse analysis / Chen, Bodong / Chen, Xin / Xing, Wanli LAK'15: 2015 International Conference on Learning Analytics and Knowledge 2015-03-16 p.340-349
ACM Digital Library Link
Summary: The goal of the present study was to uncover new insights about the learning analytics community by analyzing Twitter archives from the past four Learning Analytics and Knowledge (LAK) conferences. Through descriptive analysis, interaction network analysis, hashtag analysis, and topic modeling, we found: extended coverage of the community over the years; increasing interactions among its members regardless of peripheral and in-persistent participation; increasingly dense, connected and balanced social networks; and more and more diverse research topics. Detailed inspection of semantic topics uncovered insights complementary to the analysis of LAK publications in previous research.

It's about time: 4th international workshop on temporal analyses of learning data Workshop / Knight, Simon / Wise, Alyssa F. / Chen, Bodong / Cheng, Britte Haugan LAK'15: 2015 International Conference on Learning Analytics and Knowledge 2015-03-16 p.388-389
ACM Digital Library Link
Summary: Interest in analyses that probe the temporal aspects of learning continues to grow. The study of common and consequential sequences of events (such as learners accessing resources, interacting with other learners and engaging in self-regulatory activities) and how these are associated with learning outcomes, as well as the ways in which knowledge and skills grow or evolve over time are both core areas of interest. Learning analytics datasets are replete with fine-grained temporal data: click streams; chat logs; document edit histories (e.g. wikis, etherpads); motion tracking (e.g. eye-tracking, Microsoft Kinect), and so on. However, the emerging area of temporal analysis presents both technical and theoretical challenges in appropriating suitable techniques and interpreting results in the context of learning. The learning analytics community offers a productive focal ground for exploring and furthering efforts to address these challenges. This workshop, the fourth in a series on temporal analysis of learning, provides a focal point for analytics researchers to consider issues around and approaches to temporality in learning analytics.

Using point-light movement as peripheral visual guidance for scooter navigation Posters & Demonstrations / Tseng, Hung-Yu / Liang, Rong-Hao / Chan, Liwei / Chen, Bing-Yu Proceedings of the 2015 Augmented Human International Conference 2015-03-09 p.177-178
ACM Digital Library Link
Summary: This work presents a preliminary study of utilizing point-light movement in scooter drivers' peripheral vision for turn-by-turn navigation. We examine six types of basic 1D point-light movement, and the results suggests several of them can be easily picked up and comprehended by peripheral vision in parallel with the on-going foveal vision task, and can be use to provide effective and distraction-free route-guiding experiences for scooter driving.

Discovering the City by Mining Diverse and Multimodal Data Streams Multimedia Grand Challenge / Kuo, Yin-Hsi / Chen, Yan-Ying / Chen, Bor-Chun / Lee, Wen-Yu / Wu, Chun-Che / Lin, Chia-Hung / Hou, Yu-Lin / Cheng, Wen-Feng / Tsai, Yi-Chih / Hung, Chung-Yen / Hsieh, Liang-Chi / Hsu, Winston Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.201-204
ACM Digital Library Link
Summary: This work attempts to tackle the IBM grand challenge -- seeing the daily life of New York City (NYC) in various perspectives by exploring rich and diverse social media content. Most existing works address this problem relying on single media source and covering limited life aspects. Because different social media are usually chosen for specific purposes, multiple social media mining and integration are essential to understand a city comprehensively. In this work, we first discover the similar and unique natures (e.g., attractions, topics) across social media in terms of visual and semantic perceptions. For example, Instagram users share more food and travel photos while Twitter users discuss more about sports and news. Based on these characteristics, we analyze a broad spectrum of life aspects -- trends, events, food, wearing and transportation in NYC by mining a huge amount of diverse and freely available media (e.g., 1.6M Instagram photos, 5.3M Twitter posts). Because transportation logs are hardly available in social media, the NYC Open Data (e.g., 6.5B subway station transactions) is leveraged to visualize temporal traffic patterns. Furthermore, the experiments demonstrate that our approaches can effectively overview urban life with considerable technical improvement, e.g., having 16% relative gains in food recognition accuracy by a hierarchy cross-media learning strategy, reducing the feature dimensions of sentiment analysis by 10 times without sacrificing precision.

Automatic Facial Image Annotation and Retrieval by Integrating Voice Label and Visual Appearance Posters 2 / Jheng, Hong-Wun / Chen, Bor-Chun / Chen, Yan-Ying / Hsu, Winston Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.1001-1004
ACM Digital Library Link
Summary: Annotation is important for managing and retrieving a large amount of photos, but it is generally labor-intensive and time-consuming. However, speaking while taking photos is straightforward and effortless, and using voice for annotation is faster than typing words. To best reduce the manual cost of annotating photos, we propose a novel framework which utilizes the scarce spoken annotations recorded while capturing as voice labels and automatically label every facial image in the photo collection. To accomplish this goal, we employ a probabilistic graphical model which integrates voice labels and visual appearances for inference. Combined with group prior estimation and gender attribute association, we can achieve an outstanding performance on the proposed synthesized group photo collections.

Facial Attribute Space Compression by Latent Human Topic Discovery Posters 3 / Lin, Chia-Hung / Chen, Yan-Ying / Chen, Bor-Chun / Hou, Yu-Lin / Hsu, Winston Proceedings of the 2014 ACM International Conference on Multimedia 2014-11-03 p.1157-1160
ACM Digital Library Link
Summary: Facial attribute is important information for a variety of machine vision tasks including recognition, classification, and retrieval. There arises a strong need for detecting various facial attributes such as gender, age and more which consume more computation and storage resources. Therefore, we propose a compression framework to find fewer significant Latent Human Topics (LHT) to approximate more facial attributes. LHT is a combination of attribute correlation by transferring facial attribute space to compressional space with Singular Value Decomposition (SVD). Using the proposed scheme, we can easily detect the facial attributes from a face image via fast reconstructing the compressed labels automatically detected by a few LHT classifiers. Experimental results show that our system can achieve similar performance with substantially fewer dimensions compared to the original number of facial attributes, and it even shows slight improvements because LHT carry informative attribute correlations learned from data.

GaussStones: shielded magnetic tangibles for multi-token interactions on portable displays Novel hardware II / Liang, Rong-Hao / Kuo, Han-Chih / Chan, Liwei / Yang, De-Nian / Chen, Bing-Yu Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.1 p.365-372
ACM Digital Library Link
Summary: This work presents GaussStones, a system of shielded magnetic tangibles design for supporting multi-token interactions on portable displays. Unlike prior works in sensing magnetic tangibles on portable displays, the proposed tangible design applies magnetic shielding by using an inexpensive galvanized steel case, which eliminates interference between magnetic tangibles. An analog Hall-sensor grid can recognize the identity of each shielded magnetic unit since each unit generates a magnetic field with a specific intensity distribution and/or polarization. Combining multiple units as a knob further allows for resolving additional identities and their orientations. Enabling these features improves support for applications involving multiple tokens. Thus, using prevalent portable displays provides generic platforms for tangible interaction design.

Demo hour Demo hour / Liang, Rong-Hao / Chan, Liwei / Tseng, Hung-Yu / Kuo, Han-Chih / Huang, Da-Yuan / Yang, De-Nian / Chen, Bing-Yu / Grosse-Puppendahl, Tobias / Beck, Sebastian / Wilbers, Daniel / Kuijper, Arjan / Heo, Heejeong / Park, Hyungkun / Kim, Seungki / Chung, Jeeyong / Lee, Geehyuk / Lee, Woohun / Unander-Scharin, Carl / Unander-Scharin, Åsa / Höök, Kristina / Elblaus, Ludvig interactions 2014-09 v.21 n.5 p.6-9
ACM Digital Library Link
Summary: Interactivity is a unique forum of the ACM CHI Conference that showcases hands-on demonstrations, novel interactive technologies, and artistic installations. At CHI 2014, we aimed to create a "one of a CHInd" Interactivity experience with more than 60 interactive exhibits to highlight the diverse group of computer scientists, sociologists, designers, psychologists, artists, and many more that make up the CHI community. Julie Rico Williamson and Steven Benford, CHI Interactivity Chairs

Crowd Target Positioning under Multiple Cameras Based on Block Correspondence Developing Distributed, Pervasive and Intelligent Environments / Zhu, Qiuyu / Yuan, Sai / Chen, Bo / Wang, Guowei / Xu, Jianzhong / Zhang, Lijun DAPI 2014: 2nd International Conference on Distributed, Ambient, and Pervasive Interactions 2014-06-22 p.509-518
Keywords: multiple cameras; constraint of line-of-sight; target positioning; blocks correspondence
Link to Digital Content at Springer
Summary: In the research of crowd analysis in a multi-camera environment, the key problem is how to get target correspondence between cameras. Two main popular methods are epipolar geometric constraint and homography matrix constraint. For large view-angle and wide baseline, these two methods exist obvious disadvantages and have a low performance. The paper utilizes a new correspondence algorithm based-on the constraint of line-of-sight for the crowd positioning. Since the target area is discrete, the paper proposes to use blocking policy: dividing the target regions into blocks with certain size. The approach may provide appropriate redundancy information for each object and decrease the risk of objects missing which is caused by large view-angle and wide baseline between different perspective images. The experimental results show that the method has a high accuracy and a lower computational complexity.

GaussBricks: magnetic building blocks for constructive tangible interactions on portable displays Tangible interactions and technologies / Liang, Rong-Hao / Chan, Liwei / Tseng, Hung-Yu / Kuo, Han-Chih / Huang, Da-Yuan / Yang, De-Nian / Chen, Bing-Yu Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3153-3162
ACM Digital Library Link
Summary: This work describes a novel building block system for tangible interaction design, GaussBricks, which enables real-time constructive tangible interactions on portable displays. Given its simplicity, the mechanical design of the magnetic building blocks facilitates the construction of configurable forms. The form constructed by the magnetic building blocks, which are connected by the magnetic joints, allows users to stably manipulate with various elastic force feedback mechanisms. With an analog Hall-sensor grid mounted to its back, a portable display determines the geometrical configuration and detects various user interactions in real time. This work also introduce several methods to enable shape changing, multi-touch input, and display capabilities in the construction. The proposed building block system enriches how individuals interact with the portable displays physically.

GaussBricks: magnetic building blocks for constructive tangible interactions on portable displays Video showcase presentations / Liang, Rong-Hao / Chan, Liwei / Tseng, Hung-Yu / Kuo, Han-Chih / Huang, Da-Yuan / Yang, De-Nian / Chen, Bing-Yu Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.181-182
ACM Digital Library Link
Summary: This work describes a novel building block system for tangible interaction design, GaussBricks, which enables real-time constructive tangible interactions on portable displays. Given its simplicity, the mechanical design of the magnetic building blocks facilitates the construction of configurable forms. The form constructed by the magnetic building blocks, which are connected by the magnetic joints, allows users to stably manipulate with various elastic force feedback mechanisms. With an analog Hall-sensor grid mounted to its back, a portable display determines the geometrical configuration and detects various user interactions in real time. This work also introduce several methods to enable shape changing, multi-touch input, and display capabilities in the construction. The proposed building block system enriches how individuals interact with the portable displays physically.

Gaussbricks: magnetic building blocks for constructive tangible interactions on portable displays Interactivity / Liang, Rong-Hao / Chan, Liwei / Tseng, Hung-Yu / Kuo, Han-Chih / Huang, Da-Yuan / Yang, De-Nian / Chen, Bing-Yu Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.587-590
ACM Digital Library Link
Summary: This work describes a novel building block system for tangible interaction design, GaussBricks, which enables real-time constructive tangible interactions on portable displays. Given its simplicity, the mechanical design of the magnetic building blocks facilitates the construction of configurable forms. The form constructed by the magnetic building blocks, which are connected by the magnetic joints, allows users to stably manipulate with various elastic force feedback mechanisms. With an analog Hall-sensor grid mounted to its back, a portable display determines the geometrical configuration and detects various user interactions in real time. This work also introduce several methods to enable shape changing, multi-touch input, and display capabilities in the construction. The proposed building block system enriches how individuals interact with the portable displays physically.
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