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Query: Heibeck_F* Results: 8 Sorted by: Date  Comments?
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Cilllia: 3D Printed Micro-Pillar Structures for Surface Texture, Actuation and Sensing Designing New Materials and Manufacturing Techniques / Ou, Jifei / Dublon, Gershon / Cheng, Chin-Yi / Heibeck, Felix / Willis, Karl / Ishii, Hiroshi Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.5753-5764
ACM Digital Library Link
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 / Ou, Jifei / Heibeck, Felix / Ishii, Hiroshi Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.766-769
ACM Digital Library Link
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 / Heibeck, Felix / Tome, Basheer / Silva, Clark Della / Ishii, Hiroshi Proceedings of the 2015 ACM Symposium on User Interface Software and Technology 2015-11-05 v.1 p.233-242
ACM Digital Library Link
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 / Leigh, Sang-won / Schoessler, Philipp / Heibeck, Felix / Maes, Pattie / Ishii, Hiroshi Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.89-96
ACM Digital Library Link
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 / Heibeck, Felix / Hope, Alexis / Legault, Julie Proceedings of the 2014 International Workshop on Immersive Media Experiences 2014-11-07 p.35-40
ACM Digital Library Link
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 / Leigh, Sang-won / Schoessler, Philipp / Heibeck, Felix / Maes, Pattie / Ishii, Hiroshi Adjunct Proceedings of the 2014 ACM Symposium on User Interface Software and Technology 2014-10-05 v.2 p.55-56
ACM Digital Library Link
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 / Heibeck, Felix Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2813-2814
ACM Digital Library Link
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 / Heibeck, Felix Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2935-2938
ACM Digital Library Link
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.