Expressy: Using a Wrist-worn Inertial Measurement Unit to Add Expressiveness
to Touch-based Interactions
Touch Interaction
/
Wilkinson, Gerard
/
Kharrufa, Ahmed
/
Hook, Jonathan
/
Pursglove, Bradley
/
Wood, Gavin
/
Haeuser, Hendrik
/
Hammerla, Nils Y.
/
Hodges, Steve
/
Olivier, Patrick
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.2832-2844
© Copyright 2016 ACM
Summary: Expressiveness, which we define as the extent to which rich and complex
intent can be conveyed through action, is a vital aspect of many human
interactions. For instance, paint on canvas is said to be an expressive medium,
because it affords the artist the ability to convey multifaceted emotional
intent through intricate manipulations of a brush. To date, touch devices have
failed to offer users a level of expressiveness in their interactions that
rivals that experienced by the painter and those completing other skilled
physical tasks. We investigate how data about hand movement -- provided by a
motion sensor, similar to those found in many smart watches or fitness trackers
-- can be used to expand the expressiveness of touch interactions. We begin by
introducing a conceptual model that formalizes a design space of possible
expressive touch interactions. We then describe and evaluate Expressy, an
approach that uses a wrist-worn inertial measurement unit to detect and
classify qualities of touch interaction that extend beyond those offered by
today's typical sensing hardware. We conclude by describing a number of sample
applications, which demonstrate the enhanced, expressive interaction
capabilities made possible by Expressy.
Video Showcase: Using Expressy to Showcase Expressiveness in Touch-based
Interactions
Video Showcase Presentations
/
Wilkinson, Gerard
/
Green, David Philip
/
Wood, Gavin
/
Kharrufa, Ahmed
/
Hook, Jonathan
/
Pursglove, Bradley
/
Haeuser, Hendrik
/
Hammerla, Nils Y.
/
Hodges, Steve
/
Olivier, Patrick
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.11
© Copyright 2016 ACM
Summary: We present a video demonstration of how information about hand movements,
generated from a wrist-worn IMU (inertial measurement unit), can be used to
provide expressiveness to touch-based interactions. The IMU identifies features
that were not previously accessible, such as instantaneous force, wrist roll
and pitch. We demonstrate a range of applications that have been extended using
Expressy, a system we describe in more detail in the full paper [1]. Tap force
allows users to express their intent behind an interaction before touch. Wrist
roll and pitch enriches the touch during the interaction. Flick force and wrist
roll allows users to follow-up their touch interaction.
Interactivity: Using Expressy to Demonstrate Expressiveness in Touch-based
Interactions
Interactivity Demos
/
Wilkinson, Gerard
/
Wood, Gavin
/
Hook, Jonathan
/
Nappey, Tom
/
Kharrufa, Ahmed
/
Pursglove, Bradley
/
Haeuser, Hendrik
/
Hammerla, Nils Y.
/
Hodges, Steve
/
Olivier, Patrick
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3800-3803
© Copyright 2016 ACM
Summary: We present an interactivity demonstration of Expressy. A system that
augments existing touchscreen devices with a variety of continuous expressive
interaction capabilities, using movement data from a wrist-worn IMU. Our
demonstration comprises a set of applications that show how the expressive
touch interaction capabilities, offered by Expressy, can enable intuitive and
meaningful interactions, in contexts including productivity, entertainment and
lifestyle apps. This demo submission accompanies a full paper, describing a
conceptual model of expressive touch interaction and the implementation and
evaluation of Expressy.
Using IMUs to Identify Supervisors on Touch Devices
HCI for Education
/
Kharrufa, Ahmed
/
Nicholson, James
/
Dunphy, Paul
/
Hodges, Steve
/
Briggs, Pam
/
Olivier, Patrick
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II
2015-09-14
v.2
p.565-583
Keywords: IMU; Association; Authentication; Touch interaction; UI design
© Copyright 2015 Springer International Publishing Switzerland
Summary: In addition to their popularity as personal devices, tablets, are becoming
increasingly prevalent in work and public settings. In many of these
application domains a supervisor user -- such as the teacher in a classroom --
oversees the function of one or more devices. Access to supervisory functions
is typically controlled through the use of a passcode, but experience shows
that keeping this passcode secret can be problematic. We introduce SwipeID, a
method of identifying supervisor users across a set of touch-based devices by
correlating data from a wrist-worn inertial measurement unit (IMU) and a
corresponding touchscreen interaction. This approach naturally supports access
at the time and point of contact and does not require any additional hardware
on the client devices. We describe the design of our system and the
challenge-response protocols we have considered. We then present an evaluation
study to demonstrate feasibility. Finally we highlight the potential for our
scheme to extend to different application domains and input devices.
ConductAR: an augmented reality based tool for iterative design of
conductive ink circuits
DIY tools and strategies
/
Narumi, Koya
/
Hodges, Steve
/
Kawahara, Yoshihiro
Proceedings of the 2015 International Conference on Ubiquitous Computing
2015-09-07
p.791-800
© Copyright 2015 ACM
Summary: Recent advances in materials science have resulted in a range of
commercially viable and easy-to-use conductive inks which novices, hobbyists,
educators, students and researchers are now using to design and build
interactive circuits quickly. Despite the ease with which practitioners can
construct working circuits, one of the major limitations of designing circuits
on-the-fly is the difficulty of detecting and understanding errors in prototype
circuits. As well as short- and open-circuits, which often prevent a circuit
from working at all, more subtle issues like high resistance traces can result
in poor performance. Many users can't readily work out how to successfully
modify their circuits, and they often don't have the tools or expertise to
measure the relevant circuit parameters. In this paper we present ConductAR, a
tool which can recognize and analyze hand-drawn, printed and hybrid conductive
ink patterns. An on-screen augmented reality style interaction helps users to
understand and enhance circuit operation. A key element of ConductAR is its
ability to calculate the resistance of a circuit using a camera attached to an
off-the-shelf PC or tablet. Our sparse coding technique is fast enough to
support rapid iterative prototyping on real circuits using a conductive ink
marker and/or eraser as shown in Figure 1. The system thereby enhances the
feasibility of circuit prototyping with conductive ink.
Circuit Eraser: A Tool for Iterative Design with Conductive Ink
WIP Theme: Users and UI Design
/
Narumi, Koya
/
Shi, Xinyang
/
Hodges, Steve
/
Kawahara, Yoshihiro
/
Shimizu, Shinya
/
Asami, Tohru
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2307-2312
© Copyright 2015 ACM
Summary: Recent advances in materials science have resulted in a range of
commercially viable and easy-to-use conductive inks which many practitioners
are now using for the rapid design and realization of interactive circuits.
Despite the ease with which hobbyists, educators and researchers can construct
working circuits, a major limitation of prototyping with conductive ink is the
difficulty of altering a design which has already been printed, and in
particular removing areas of ink. In this paper we present Circuit Eraser, a
simple yet effective tool which enables users to 'delete' existing conductive
patterns. Through experimentation we have found an effective combination of
materials which result in the removal of only the thin surface layer composed
of ink particles, with minimal damage to the surface coating of the paper. This
important characteristic ensures it is possible to re-apply conductive ink as
part of an on-going design iteration. In addition to a lab-based evaluation of
our Circuit Eraser which we present here, we have also used our technique in
several practical applications and we illustrate one of these, namely the
iterative design of a radio-frequency antenna.
PrintSense: a versatile sensing technique to support multimodal flexible
surface interaction
On and above the surface
/
Gong, Nan-Wei
/
Steimle, Jürgen
/
Olberding, Simon
/
Hodges, Steve
/
Gillian, Nicholas Edward
/
Kawahara, Yoshihiro
/
Paradiso, Joseph A.
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1407-1410
© Copyright 2014 ACM
Summary: We present a multimodal on-surface and near-surface sensing technique for
planar, curved and flexible surfaces. Our technique leverages temporal
multiplexing of signals coming from a universal interdigitated electrode
design, which is printed as a single conductive layer on a flexible substrate.
It supports sensing of touch and proximity input, and moreover is capable of
capturing several levels of pressure and flexing. We leverage recent
developments in conductive inkjet printing as a way to prototype electrode
patterns, and combine this with our hardware module for supporting the full
range of sensing methods. As the technique is low-cost and easy to implement,
it is particularly well-suited for prototyping touch- and hover-based user
interfaces, including curved and deformable ones.
Circuit stickers: peel-and-stick construction of interactive electronic
prototypes
DIY and hacking
/
Hodges, Steve
/
Villar, Nicolas
/
Chen, Nicholas
/
Chugh, Tushar
/
Qi, Jie
/
Nowacka, Diana
/
Kawahara, Yoshihiro
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.1743-1746
© Copyright 2014 ACM
Summary: We present a novel approach to the construction of electronic prototypes
which can support a variety of interactive devices. Our technique, which we
call circuit stickers, involves adhering physical interface elements such as
LEDs, sounders, buttons and sensors onto a cheap and easy-to-make substrate
which provides electrical connectivity. This assembly may include control
electronics and a battery for standalone operation, or it can be interfaced to
a microcontroller or PC. In this paper we illustrate different points in the
design space and demonstrate the technical feasibility of our approach. We have
found circuit stickers to be versatile and low-cost, supporting quick and easy
construction of physically flexible interactive prototypes. Building extra
copies of a device is straightforward. We believe this technology has potential
for design exploration, research proto-typing, education and for hobbyist
projects.
Making 3D printed objects interactive using wireless accelerometers
Works-in-progress
/
Hook, Jonathan
/
Nappey, Thomas
/
Hodges, Steve
/
Wright, Peter
/
Olivier, Patrick
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.1435-1440
© Copyright 2014 ACM
Summary: We present an approach that allows designers and others to quickly and
easily make 3D printed objects interactive, without the need for hardware or
software expertise and with little modification to an object's physical design.
With our approach, a designer simply attaches or embeds small three-axis
wireless accelerometer modules into the moving parts of a 3D printed object. A
simple graphical user interface is then used to configure the system to
interpret the movements of these accelerometers as if they were common physical
controls such as buttons or dials. The designer can then associate events
generated by these controls with a range of interactive behavior, including web
browser and media player control.
Instant inkjet circuits: lab-based inkjet printing to support rapid
prototyping of UbiComp devices
Hardware
/
Kawahara, Yoshihiro
/
Hodges, Steve
/
Cook, Benjamin S.
/
Zhang, Cheng
/
Abowd, Gregory D.
Proceedings of the 2013 International Joint Conference on Pervasive and
Ubiquitous Computing
2013-09-08
v.1
p.363-372
© Copyright 2013 ACM
Summary: This paper introduces a low cost, fast and accessible technology to support
the rapid prototyping of functional electronic devices. Central to this
approach of 'instant inkjet circuits' is the ability to print highly conductive
traces and patterns onto flexible substrates such as paper and plastic films
cheaply and quickly. In addition to providing an alternative to breadboarding
and conventional printed circuits, we demonstrate how this technique readily
supports large area sensors and high frequency applications such as antennas.
Unlike existing methods for printing conductive patterns, conductivity emerges
within a few seconds without the need for special equipment. We demonstrate
that this technique is feasible using commodity inkjet printers and
commercially available ink, for an initial investment of around US$300. Having
presented this exciting new technology, we explain the tools and techniques we
have found useful for the first time. Our main research contribution is to
characterize the performance of instant inkjet circuits and illustrate a range
of possibilities that are enabled by way of several example applications which
we have built. We believe that this technology will be of immediate appeal to
researchers in the ubiquitous computing domain, since it supports the
fabrication of a variety of functional electronic device prototypes.
An interactive belt-worn badge with a retractable string-based input
mechanism
Papers: displays everywhere
/
Pohl, Norman
/
Hodges, Steve
/
Helmes, John
/
Villar, Nicolas
/
Paek, Tim
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1465-1468
© Copyright 2013 ACM
Summary: In this paper we explore a new type of wearable computing device, an
interactive identity badge. An embedded LCD presents dynamic information to the
wearer and interaction is facilitated by sensing movement of the retractable
string which attaches the unit to the wearer's belt. This form-factor makes it
possible to interact using a single hand, providing lightweight and immediate
access to a variety of information when it's not convenient to pick up, unlock
and interact directly with a device like a smartphone. In this paper we present
our prototype interactive badge, demonstrate the underlying technology and
describe a number of usage scenarios and interaction techniques.
Exploring physical prototyping techniques for functional devices using .NET
gadgeteer
Demos
/
Hodges, Steve
/
Taylor, Stuart
/
Villar, Nicolas
/
Scott, James
/
Helmes, John
Proceedings of the 2013 International Conference on Tangible and Embedded
Interaction
2013-02-10
2013-02-10
p.271-274
© Copyright 2013 ACM
Summary: In this paper we present a number of different physical construction
techniques for prototyping functional electronic devices. Some of these
approaches are already well established whilst others are more novel; our aim
is to briefly summarize some of the main categories and to illustrate them with
real examples. Whilst a number of different tools exist for building working
device prototypes, for consistency the examples we present here are all built
using the Microsoft .NET Gadgeteer platform. Although this naturally constrains
the scope of this study, it also facilitates a basic comparison of the
different techniques. Our ultimate aim is to enable others in the field to
learn from our experiences and the techniques we present.
Interactive Environment-Aware Handheld Projectors for Pervasive Computing
Spaces
HCI
/
Molyneaux, David
/
Izadi, Shahram
/
Kim, David
/
Hilliges, Otmar
/
Hodges, Steve
/
Cao, Xiang
/
Butler, Alex
/
Gellersen, Hans
Proceedings of Pervasive 2012: International Conference on Pervasive
Computing
2012-06-18
p.197-215
Keywords: Handheld projection; geometry and spatial awareness; interaction
© Copyright 2012 Springer-Verlag
Summary: This paper presents two novel handheld projector systems for indoor
pervasive computing spaces. These projection-based devices are "aware" of their
environment in ways not demonstrated previously. They offer both spatial
awareness, where the system infers location and orientation of the device in 3D
space, and geometry awareness, where the system constructs the 3D structure of
the world around it, which can encompass the user as well as other physical
objects, such as furniture and walls. Previous work in this area has
predominantly focused on infrastructure-based spatial-aware handheld projection
and interaction. Our prototypes offer greater levels of environment awareness,
but achieve this using two opposing approaches; the first infrastructure-based
and the other infrastructure-less sensing. We highlight a series of
interactions including direct touch, as well as in-air gestures, which leverage
the shadow of the user for interaction. We describe the technical challenges in
realizing these novel systems; and compare them directly by quantifying their
location tracking and input sensing capabilities.
.NET Gadgeteer: A Platform for Custom Devices
Development Tools and Devices
/
Villar, Nicolas
/
Scott, James
/
Hodges, Steve
/
Hammil, Kerry
/
Miller, Colin
Proceedings of Pervasive 2012: International Conference on Pervasive
Computing
2012-06-18
p.216-233
© Copyright 2012 Springer-Verlag
Summary: .NET Gadgeteer is a new platform conceived to make it easier to design and
build custom electronic devices and systems for a range of ubiquitous and
mobile computing scenarios. It consists of three main elements: solder-less
modular electronic hardware; object-oriented managed software libraries
accessed using a high-level programming language and established development
environment; and 3D design and construction tools designed to facilitate a
great deal of control over the form factor of the resulting electronic devices.
Each of these elements is designed to be accessible to a wide range of people
with varying backgrounds and levels of experience and at the same time provide
enough flexibility to allow experts to build relatively sophisticated devices
and complex systems in less time than they are used to. In this paper we
describe the .NET Gadgeteer system in detail for the first time, explaining a
number of key design decisions and reporting on its use by new users and
experts alike.
Shake'n'sense: reducing interference for overlapping structured light depth
cameras
Sensory interaction modalities
/
Butler, D. Alex
/
Izadi, Shahram
/
Hilliges, Otmar
/
Molyneaux, David
/
Hodges, Steve
/
Kim, David
Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems
2012-05-05
v.1
p.1933-1936
© Copyright 2012 ACM
Summary: We present a novel yet simple technique that mitigates the interference
caused when multiple structured light depth cameras point at the same part of a
scene. The technique is particularly useful for Kinect, where the structured
light source is not modulated. Our technique requires only mechanical
augmentation of the Kinect, without any need to modify the internal
electronics, firmware or associated host software. It is therefore simple to
replicate. We show qualitative and quantitative results highlighting the
improvements made to interfering Kinect depth signals. The camera frame rate is
not compromised, which is a problem in approaches that modulate the structured
light source. Our technique is non-destructive and does not impact depth values
or geometry. We discuss uses for our technique, in particular within
instrumented rooms that require simultaneous use of multiple overlapping fixed
Kinect cameras to support whole room interactions.
KinectFusion: real-time 3D reconstruction and interaction using a moving
depth camera
3D
/
Izadi, Shahram
/
Kim, David
/
Hilliges, Otmar
/
Molyneaux, David
/
Newcombe, Richard
/
Kohli, Pushmeet
/
Shotton, Jamie
/
Hodges, Steve
/
Freeman, Dustin
/
Davison, Andrew
/
Fitzgibbon, Andrew
Proceedings of the 201 ACM Symposium on User Interface Software and
Technology1
2011-10-16
v.1
p.559-568
© Copyright 2011 ACM
Summary: KinectFusion enables a user holding and moving a standard Kinect camera to
rapidly create detailed 3D reconstructions of an indoor scene. Only the depth
data from Kinect is used to track the 3D pose of the sensor and reconstruct,
geometrically precise, 3D models of the physical scene in real-time. The
capabilities of KinectFusion, as well as the novel GPU-based pipeline are
described in full. Uses of the core system for low-cost handheld scanning, and
geometry-aware augmented reality and physics-based interactions are shown.
Novel extensions to the core GPU pipeline demonstrate object segmentation and
user interaction directly in front of the sensor, without degrading camera
tracking or reconstruction. These extensions are used to enable real-time
multi-touch interactions anywhere, allowing any planar or non-planar
reconstructed physical surface to be appropriated for touch.
Vermeer: direct interaction with a 360° viewable 3D display
3D
/
Butler, Alex
/
Hilliges, Otmar
/
Izadi, Shahram
/
Hodges, Steve
/
Molyneaux, David
/
Kim, David
/
Kong, Danny
Proceedings of the 201 ACM Symposium on User Interface Software and
Technology1
2011-10-16
v.1
p.569-576
© Copyright 2011 ACM
Summary: We present Vermeer, a novel interactive 360° viewable 3D display. Like
prior systems in this area, Vermeer provides viewpoint-corrected, stereoscopic
3D graphics to simultaneous users, 360° around the display, without the
need for eyewear or other user instrumentation. Our goal is to over-come an
issue inherent in these prior systems which -- typically due to moving parts --
restrict interactions to outside the display volume. Our system leverages a
known optical illusion to demonstrate, for the first time, how users can reach
into and directly touch 3D objects inside the display volume. Vermeer is
intended to be a new enabling technology for interaction, and we therefore
describe our hardware implementation in full, focusing on the challenges of
combining this optical configuration with an existing approach for creating a
360° viewable 3D display. Initially we demonstrate direct involume
interaction by sensing user input with a Kinect camera placed above the
display. However, by exploiting the properties of the optical configuration, we
also demonstrate novel prototypes for fully integrated input sensing alongside
simultaneous display. We conclude by discussing limitations, implications for
interaction, and ideas for future work.
Leveraging conductive inkjet technology to build a scalable and versatile
surface for ubiquitous sensing
Novel ubiquitous technologies
/
Gong, Nan-Wei
/
Hodges, Steve
/
Paradiso, Joseph A.
Proceedings of the 2011 International Conference on Ubiquitous Computing
2011-09-17
p.45-54
© Copyright 2011 ACM
Summary: In this paper we describe the design and implementation of a new versatile,
scalable and cost-effective sensate surface. The system is based on a new
conductive inkjet technology, which allows capacitive sensor electrodes and
different types of RF antennas to be cheaply printed onto a roll of flexible
substrate that may be many meters long. By deploying this surface on (or under)
a floor it is possible to detect the presence and whereabouts of users through
both passive and active capacitive coupling schemes. We have also incorporated
GSM and NFC electromagnetic radiation sensing and piezoelectric pressure and
vibration detection. We report on a number of experiments which evaluate
sensing performance based on a 2.5m x 0.3m hardware test-bed. We describe some
potential applications for this technology and highlight a number of
improvements we have in mind.
PreHeat: controlling home heating using occupancy prediction
Home and away
/
Scott, James
/
Brush, A. J. Bernheim
/
Krumm, John
/
Meyers, Brian
/
Hazas, Michael
/
Hodges, Stephen
/
Villar, Nicolas
Proceedings of the 2011 International Conference on Ubiquitous Computing
2011-09-17
p.281-290
© Copyright 2011 ACM
Summary: Home heating is a major factor in worldwide energy use. Our system, PreHeat,
aims to more efficiently heat homes by using occupancy sensing and occupancy
prediction to automatically control home heating. We deployed PreHeat in five
homes, three in the US and two in the UK. In UK homes, we controlled heating on
a per-room basis to enable further energy savings. We compared PreHeat's
prediction algorithm with a static program over an average 61 days per house,
alternating days between these conditions, and measuring actual gas consumption
and occupancy. In UK homes PreHeat both saved gas and reduced MissTime (the
time that the house was occupied but not warm). In US homes, PreHeat decreased
MissTime by a factor of 6-12, while consuming a similar amount of gas. In
summary, PreHeat enables more efficient heating while removing the need for
users to program thermostat schedules.
Interactive generator: a self-powered haptic feedback device
Touch 1: tactile & haptics
/
Badshah, Akash
/
Gupta, Sidhant
/
Cohn, Gabe
/
Villar, Nicolas
/
Hodges, Steve
/
Patel, Shwetak N.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.2051-2054
© Copyright 2011 ACM
Summary: We present Interactive Generator (InGen), a self-powered wireless rotary
input device capable of generating haptic or force feedback without the need
for any external power source. Our approach uses a modified servomotor to
perform three functions: (1) generating power for wireless communication and
embedded electronics, (2) sensing the direction and speed of rotation, and (3)
providing force feedback during rotation. While InGen is rotating, the device
is capable of providing the sensation of detents or bumps, changes in
stiffness, and abrupt stops using only power that is harvested during
interaction. We describe the device in detail, demonstrate an initial 'TV
remote control' application, and end with a discussion of our experiences
developing the prototype and application. To the best of our knowledge, InGen
is the first self-powered device, which also provides haptic feedback during
operation. More broadly, this work demonstrates a new class of input systems
that uses human-generated power to provide feedback to the user and wirelessly
communicate sensed information.
Prototyping with Microsoft .NET gadgeteer
Studios and workshops
/
Villar, Nicolas
/
Scott, James
/
Hodges, Steve
Proceedings of the 5th International Conference on Tangible and Embedded
Interaction
2011-01-22
p.377-380
© Copyright 2011 ACM
Summary: 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.
The peppermill: a human-powered user interface device
Bridging the physical and digital worlds
/
Villar, Nicolas
/
Hodges, Steve
Proceedings of the 4th International Conference on Tangible and Embedded
Interaction
2010-01-24
p.29-32
Keywords: human-powered electronics, input devices
© Copyright 2009 ACM
Summary: A human-powered user interface device sources its power from the physical
effort required to operate it. This paper describes a technique by which a
geared DC motor and a simple circuit can be used to enable interaction-powered
rotary input devices. When turned, the circuit provides a temporary power
source for an embedded device, and doubles as a sensor that provides
information about the direction and rate of input. As a proof of concept, we
have developed a general-purpose wireless input device -- called the Peppermill
-- and illustrate its capabilities by using it as a remote control for a
multimedia-browsing application.
The peppermill: a human-powered user interface device
Demonstrations
/
Villar, Nicolas
/
Hodges, Steve
Proceedings of the 4th International Conference on Tangible and Embedded
Interaction
2010-01-24
p.29-32
Keywords: human-powered electronics, input devices
© Copyright 2009 ACM
Summary: A human-powered user interface device sources its power from the physical
effort required to operate it. This paper describes a technique by which a
geared DC motor and a simple circuit can be used to enable interaction-powered
rotary input devices. When turned, the circuit provides a temporary power
source for an embedded device, and doubles as a sensor that provides
information about the direction and rate of input. As a proof of concept, we
have developed a general-purpose wireless input device -- called the Peppermill
-- and illustrate its capabilities by using it as a remote control for a
multimedia-browsing application.
Mouse 2.0: multi-touch meets the mouse
Hold me, squeeze me
/
Villar, Nicolas
/
Izadi, Shahram
/
Rosenfeld, Dan
/
Benko, Hrvoje
/
Helmes, John
/
Westhues, Jonathan
/
Hodges, Steve
/
Ofek, Eyal
/
Butler, Alex
/
Cao, Xiang
/
Chen, Billy
Proceedings of the 2009 ACM Symposium on User Interface Software and
Technology
2009-10-04
p.33-42
Keywords: desktop computing, input devices, mouse, multi-touch, novel hardware,
surface computing
© Copyright 2009 ACM
Summary: In this paper we present novel input devices that combine the standard
capabilities of a computer mouse with multi-touch sensing. Our goal is to
enrich traditional pointer-based desktop interactions with touch and gestures.
To chart the design space, we present five different multi-touch mouse
implementations. Each explores a different touch sensing strategy, which leads
to differing form-factors and hence interactive possibilities. In addition to
the detailed description of hardware and software implementations of our
prototypes, we discuss the relative strengths, limitations and affordances of
these novel input devices as informed by the results of a preliminary user
study.
Interactions in the air: adding further depth to interactive tabletops
Waiter, can you please bring me a fork?
/
Hilliges, Otmar
/
Izadi, Shahram
/
Wilson, Andrew D.
/
Hodges, Steve
/
Garcia-Mendoza, Armando
/
Butz, Andreas
Proceedings of the 2009 ACM Symposium on User Interface Software and
Technology
2009-10-04
p.139-148
Keywords: 3D, 3D graphics, computer vision, depth-sensing cameras, holoscreen,
interactive surfaces, surfaces, switchable diffusers, tabletop
© Copyright 2009 ACM
Summary: Although interactive surfaces have many unique and compelling qualities, the
interactions they support are by their very nature bound to the display
surface. In this paper we present a technique for users to seamlessly switch
between interacting on the tabletop surface to above it. Our aim is to leverage
the space above the surface in combination with the regular tabletop display to
allow more intuitive manipulation of digital content in three-dimensions. Our
goal is to design a technique that closely resembles the ways we manipulate
physical objects in the real-world; conceptually, allowing virtual objects to
be 'picked up' off the tabletop surface in order to manipulate their three
dimensional position or orientation. We chart the evolution of this technique,
implemented on two rear projection-vision tabletops. Both use special
projection screen materials to allow sensing at significant depths beyond the
display. Existing and new computer vision techniques are used to sense hand
gestures and postures above the tabletop, which can be used alongside more
familiar multi-touch interactions. Interacting above the surface in this way
opens up many interesting challenges. In particular it breaks the direct
interaction metaphor that most tabletops afford. We present a novel
shadow-based technique to help alleviate this issue. We discuss the strengths
and limitations of our technique based on our own observations and initial user
feedback, and provide various insights from comparing, and contrasting, our
tabletop implementations.