Cilllia: 3D Printed Micro-Pillar Structures for Surface Texture, Actuation
and Sensing
Designing New Materials and Manufacturing Techniques
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Ou, Jifei
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Dublon, Gershon
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Cheng, Chin-Yi
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Heibeck, Felix
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Willis, Karl
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Ishii, Hiroshi
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5753-5764
© Copyright 2016 ACM
Summary: This work presents a method for 3D printing hair-like structures on both
flat and curved surfaces. It allows a user to design and fabricate hair
geometries that are smaller than 100 micron. We built a software platform to
let users quickly define the hair angle, thickness, density, and height. The
ability to fabricate customized hair-like structures not only expands the
library of 3D-printable shapes, but also enables us to design passive actuators
and swipe sensors. We also present several applications that show how the
3D-printed hair can be used for designing everyday interactive objects.
TEI 2016 Studio: Inflated Curiosity
Studio-Workshops
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Ou, Jifei
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Heibeck, Felix
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Ishii, Hiroshi
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.766-769
© Copyright 2016 ACM
Summary: This studio introduces methods of making and controlling inflatable fabric.
We provide materials and simple fabrication processes that enable designers to
rapidly prototype inflatables with simple hinging transformations or texture
change. Furthermore, we introduce a customized hardware that enables designers
to rapidly prototype inflatable fabric. The goal of this studio is to provide
hands-on experiences of designing inflatable fabric as shape-changing materials
and research on shape-changing artifacts. Basic knowledge of programming in
Arduino is required. Participants should bring their own laptop for the studio.
uniMorph: Fabricating Thin Film Composites for Shape-Changing Interfaces
Session 4A: Fabrication 2 -- Flexible and Printed Electronics
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Heibeck, Felix
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Tome, Basheer
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Silva, Clark Della
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Ishii, Hiroshi
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.233-242
© Copyright 2015 ACM
Summary: Researchers have been investigating shape-changing interfaces, however
technologies for thin, reversible shape change remain complicated to fabricate.
uniMorph is an enabling technology for rapid digital fabrication of customized
thin-film shape-changing interfaces. By combining the thermoelectric
characteristics of copper with the high thermal expansion rate of ultra-high
molecular weight polyethylene, we are able to actuate the shape of flexible
circuit composites directly. The shape-changing actuation is enabled by a
temperature driven mechanism and reduces the complexity of fabrication for thin
shape-changing interfaces. In this paper we describe how to design and
fabricate thin uniMorph composites. We present composites that are actuated by
either environmental temperature changes or active heating of embedded
structures and provide a systematic overview of shape-changing primitives.
Finally, we present different sensing techniques that leverage the existing
copper structures or can be seamlessly embedded into the uniMorph composite. To
demonstrate the wide applicability of uniMorph, we present several applications
in ubiquitous and mobile computing.
THAW: Tangible Interaction with See-Through Augmentation for Smartphones on
Computer Screens
Paper Session 4: Making Connections
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Leigh, Sang-won
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Schoessler, Philipp
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Heibeck, Felix
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Maes, Pattie
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Ishii, Hiroshi
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.89-96
© Copyright 2015 ACM
Summary: The huge influx of mobile display devices is transforming computing into
multi-device interaction, demanding a fluid mechanism for using multiple
devices in synergy. In this paper, we present a novel interaction system that
allows a collocated large display and a small handheld device to work together.
The smartphone acts as a physical interface for near-surface interactions on a
computer screen. Our system enables accurate position tracking of a smartphone
placed on or over any screen by displaying a 2D color pattern that is captured
using the smartphone's back-facing camera. As a result, the smartphone can
directly interact with data displayed on the host computer, with precisely
aligned visual feedback from both devices. The possible interactions are
described and classified in a framework, which we exemplify on the basis of
several implemented applications. Finally, we present a technical evaluation
and describe how our system is unique compared to other existing near-surface
interaction systems. The proposed technique can be implemented on existing
devices without the need for additional hardware, promising immediate
integration into existing systems.
Sensory Fiction: A Design Fiction of Emotional Computation
Immersion Affect and Effect
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Heibeck, Felix
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Hope, Alexis
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Legault, Julie
Proceedings of the 2014 International Workshop on Immersive Media
Experiences
2014-11-07
p.35-40
© Copyright 2014 ACM
Summary: This paper is situated in the emergent field of "Design Fiction" and
describes how this approach can be applied to explorations in the field of
immersive media experiences. We present Sensory Fiction -- an exploration in
augmenting the emotions of a reader via a modular, multi-sensory system. The
science on the nature of emotions is still inconclusive and direct ways of
controlling them computationally are yet to be discovered. However, this
project creates a Design Fiction that highlights the opportunities and
challenges that the availability of such technology might bring. We leveraged
existing scientific insights to build a functional prototype that aims to
induce and evoke emotions by simulating the physiological system. Used in
combination with conceptual, non-functional modules (i.e. modules that do not
function physically but that introduce the idea of a physical actuation), we
created an artifact to spark discussion about the future of immersive emotional
experiences but that can also be experienced by the audience. Lastly, we show
how presenting the project in appropriate contexts and analyzing the audience's
reaction is a useful strategy to evaluate Design Fiction projects.
THAW: tangible interaction with see-through augmentation for smartphones on
computer screens
Demonstrations
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Leigh, Sang-won
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Schoessler, Philipp
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Heibeck, Felix
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Maes, Pattie
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Ishii, Hiroshi
Adjunct Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.2
p.55-56
© Copyright 2014 ACM
Summary: In this paper, we present a novel interaction system that allows a
collocated large display and small handheld devices to seamlessly work
together. The smartphone acts both as a physical interface and as an additional
graphics layer for near-surface interaction on a computer screen. Our system
enables accurate position tracking of a smartphone placed on or over any screen
by displaying a 2D color pattern that is captured using the smartphone's
back-facing camera. The proposed technique can be implemented on existing
devices without the need for additional hardware.
Cuboino. extending physical games: an example
Video showcase presentations
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Heibeck, Felix
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2813-2814
© Copyright 2013 ACM
Summary: Cuboino is a computationally augmented physical toy system designed as an
extension for the existing marble-game cuboro. It consists of a set of cubes
that are seamlessly compatible with the cuboro cubes. In contrast to the
passive cuboro cubes, cuboino modules are active parts of a digital system
consisting of sensor cubes, actor cubes and supply cubes. By snapping them
together, the player can build a modular system that functions according to he
individual functionalities of the cuboino cubes.
Cuboino establishes a new pathway that is not embodied in the marble, but
adapts to the medium of its transmission. Signals can be received by multiple
modules, creating more than one signal at a time. This allows signals to
intertwine and thus create more dynamic and complex game-outcomes.
Cuboino: extending physical games. an example
Interactivity: exploration
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Heibeck, Felix
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2935-2938
© Copyright 2013 ACM
Summary: Cuboino is a computationally augmented physical toy system designed as an
extension for the existing marble-game cuboro. It consists of a set of cubes
that are seamlessly compatible with the cuboro cubes. In contrast to the
passive cuboro cubes, cuboino modules are active parts of a digital system
consisting of sensor cubes, actor cubes and supply cubes. By snapping them
together, the player can build a modular system that functions according to he
individual functionalities of the cuboino cubes.
Cuboino establishes a new pathway that is not embodied in the marble, but
adapts to the medium of its transmission. Signals can be received by multiple
modules, creating more than one signal at a time. This allows signals to
intertwine and thus create more dynamic and complex game outcomes.