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Query: Poupyrev_I* Results: 53 Sorted by: Date  Comments?
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Project Jacquard: Interactive Digital Textiles at Scale Everyday Objects as Interaction Surfaces / Poupyrev, Ivan / Gong, Nan-Wei / Fukuhara, Shiho / Karagozler, Mustafa Emre / Schwesig, Carsten / Robinson, Karen E. Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4216-4227
ACM Digital Library Link
Summary: Project Jacquard presents manufacturing technologies that enable deploying invisible ubiquitous interactivity at scale. We propose novel interactive textile materials that can be manufactured inexpensively using existing textile weaving technology and equipment.
    The development of touch-sensitive textiles begins with the design and engineering of a new highly conductive yarn. The yarns and textiles can be produced by standard textile manufacturing processes and can be dyed to any color, made with a number of materials, and designed to a variety of thicknesses and textures to be consistent with garment designers' needs.
    We describe the development of yarn, textiles, garments, and user interactivity; we present the opportunities and challenges of creating a manufacturable interactive textile for wearable computing.

"I don't Want to Wear a Screen": Probing Perceptions of and Possibilities for Dynamic Displays on Clothing Body and Fashion / Devendorf, Laura / Lo, Joanne / Howell, Noura / Lee, Jung Lin / Gong, Nan-Wei / Karagozler, M. Emre / Fukuhara, Shiho / Poupyrev, Ivan / Paulos, Eric / Ryokai, Kimiko Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.6028-6039
ACM Digital Library Link
Summary: This paper explores the role dynamic textile displays play in relation to personal style: What does it mean to wear computationally responsive clothing and why would one be motivated to do so? We developed a novel textile display technology, called Ebb, and created several woven and crochet fabric swatches that explored clothing-specific design possibilities. We engaged fashion designers and non-designers in imagining how Ebb would integrate into their design practice or personal style of dressing. Participants evaluated the appeal and utility of clothing-based displays according to a very different set of criteria than traditional screen-based computational displays. Specifically, the slowness, low-resolution, and volatility of Ebb tended to be seen as assets as opposed to technical limitations in the context of personal style. Additionally, participants envisioned various ways that ambiguous, ambient, and abstract displays of information could prompt new experiences in their everyday lives. Our paper details the complex relationships between display and personal style and offers a new design metaphor and extension of Gaver et al.'s original descriptions of ambiguity in order to guide the design of clothing-based displays for everyday life.

Demo hour Demo hour / Karagozler, M. Emre / Poupyrev, Ivan / Fedder, Gary K. / Suzuki, Yuri / Yao, Lining / Niiyama, Ryuma / Ou, Jifei / Follmer, Sean / Ishii, Hiroshi / Brosz, John / Nacenta, Miguel A. / Pusch, Richard / Carpendale, Sheelagh / Hurter, Christophe / Rekimoto, Jun interactions 2014-05 v.21 n.3 p.6-9
ACM Digital Library Link
Summary: UIST is a premier forum for innovations in the software and hardware of human-computer interfaces. The UIST demo program enables attendees to experience firsthand the most interesting next-generation user interface technologies. The UIST 2013 demo program featured technologies ranging from energy-harvesting interactive paper to pneumatically actuated materials, providing attendees a vivid preview of some of the interactive systems that might shape our daily lives in the future. -- Per Ola Kristensson and T. Scott Saponas, UIST 2013 Demo Chairs

3D printed interactive speakers DIY and hacking / Ishiguro, Yoshio / Poupyrev, Ivan Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1733-1742
ACM Digital Library Link
Summary: We propose technology for designing and manufacturing interactive 3D printed speakers. With the proposed technology, sound reproduction can easily be integrated into various objects at the design stage and little assembly is required. The speaker can take the shape of anything from an abstract spiral to a rubber duck, opening new opportunities in product design. Furthermore, both audible sound and inaudible ultrasound can be produced with the same design, allowing for identifying and tracking 3D printed objects in space using common integrated microphones. The design of 3D printed speakers is based on electrostatic loudspeaker technology first explored in the early 1930s but not broadly applied until now. These speakers are simpler than common electromagnetic speakers, while allowing for sound reproduction at 60 dB levels with arbitrary directivity ranging from focused to omnidirectional. Our research of 3D printed speakers contributes to the growing body of work exploring functional 3D printing in interactive applications.

Paper generators: harvesting energy from touching, rubbing and sliding Video showcase presentations / Dauner, Joanna Maria / Karagozler, Mustafa Emre / Poupyrev, Ivan Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.161-162
ACM Digital Library Link
Summary: We present a new energy harvesting technology that generates electrical energy from a user's interaction with paper-like materials. The energy harvesters are flexible, light, and inexpensive, and they utilize a user's gestures such as tapping, touching, rubbing and sliding to generate electrical energy.
    The harvested energy is then used to actuate LEDs, e-paper displays and various other devices to create novel interactive applications, such as enhancing books and other printed media with interactivity.

AIREAL: tactile interactive experiences in free air Adjunct 2: sponsor demonstrations / Sodhi, Rajinder / Glisson, Matthew / Poupyrev, Ivan Adjunct Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.2 p.25-26
ACM Digital Library Link
Summary: AIREAL is a novel haptic technology that delivers effective and expressive tactile sensations in free air, without requiring the user to wear a physical device. Combined with interactive computers graphics, AIREAL enables users to feel virtual 3D objects, experience free air textures and receive haptic feedback on gestures performed in free space. AIREAL relies on air vortex generation directed by an actuated flexible nozzle to provide effective tactile feedback with a 75 degrees field of view, and within an 8.5cm resolution at 1 meter. AIREAL is a scalable, inexpensive and practical free air haptic technology that can be used in a broad range of applications, including gaming, mobile applications, and gesture interaction among many others. This paper reports the details of the AIREAL design and control, experimental evaluations of the device's performance, as well as an exploration of the application space of free air haptic displays. Although we used vortices, we believe that the results reported are generalizable and will inform the design of haptic displays based on alternative principles of free air tactile actuation.

Lumitrack: low cost, high precision, high speed tracking with projected m-sequences Hardware / Xiao, Robert / Harrison, Chris / Willis, Karl D. D. / Poupyrev, Ivan / Hudson, Scott E. Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.1 p.3-12
ACM Digital Library Link
Summary: We present Lumitrack, a novel motion tracking technology that uses projected structured patterns and linear optical sensors. Each sensor unit is capable of recovering 2D location within the projection area, while multiple sensors can be combined for up to six degree of freedom (DOF) tracking. Our structured light approach is based on special patterns, called m-sequences, in which any consecutive sub-sequence of m bits is unique. Lumitrack can utilize both digital and static projectors, as well as scalable embedded sensing configurations. The resulting system enables high-speed, high precision, and low-cost motion tracking for a wide range of interactive applications. We detail the hardware, operation, and performance characteristics of our approach, as well as a series of example applications that highlight its immediate feasibility and utility.

Paper generators: harvesting energy from touching, rubbing and sliding Hardware / Karagozler, Mustafa Emre / Poupyrev, Ivan / Fedder, Gary K. / Suzuki, Yuri Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.1 p.23-30
ACM Digital Library Link
Summary: We present a new energy harvesting technology that generates electrical energy from a user's interactions with paper-like materials. The energy harvesters are flexible, light, and inexpensive, and they utilize a user's gestures such as tapping, touching, rubbing and sliding to generate electrical energy. The harvested energy is then used to actuate LEDs, e-paper displays and various other devices to create novel interactive applications, such as enhancing books and other printed media with interactivity.

PAPILLON: designing curved display surfaces with printed optics Tangible and fabrication / Brockmeyer, Eric / Poupyrev, Ivan / Hudson, Scott Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.1 p.457-462
ACM Digital Library Link
Summary: We present a technology for designing curved display surfaces that can both display information and sense two dimensions of human touch. It is based on 3D printed optics, where the surface of the display is constructed as a bundle of printed light pipes, that direct images from an arbitrary planar image source to the surface of the display. This effectively decouples the display surface and image source, allowing to iterate the design of displays without requiring changes to the complex electronics and optics of the device. In addition, the same optical elements also direct light from the surface of the display back to the image sensor allowing for touch input and proximity detection of a hand relative to the display surface. The resulting technology is effective in designing compact, efficient displays of a small size; this has been applied in the design of interactive animated eyes.

Tactile rendering of 3D features on touch surfaces Haptics / Kim, Seung-Chan / Israr, Ali / Poupyrev, Ivan Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.1 p.531-538
ACM Digital Library Link
Summary: We present a tactile-rendering algorithm for simulating 3D geometric features, such as bumps, on touch screen surfaces. This is achieved by modulating friction forces between the user's finger and the touch screen, instead of physically moving the touch surface. We proposed that the percept of a 3D bump is created when local gradients of the rendered virtual surface are mapped to lateral friction forces. To validate this approach, we first establish a psychophysical model that relates the perceived friction force to the controlled voltage applied to the tactile feedback device. We then use this model to demonstrate that participants are three times more likely to prefer gradient force profiles than other commonly used rendering profiles. Finally, we present a generalized algorithm and conclude the paper with a set of applications using our tactile rendering technology.

Revel: programming the sense of touch Video showcase presentations / Bau, Olivier / Poupyrev, Ivan / Goc, Mathieu Le / Galliot, Laureline / Glisson, Matthew Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2785-2786
ACM Digital Library Link
Summary: Revel is a new wearable tactile technology that modifies the user's tactile perception of the physical world. Current tactile technologies enhance objects and devices with various actuators to create rich tactile sensations, limiting the experience to the interaction with instrumented devices. In contrast, REVEL can add artificial tactile sensations to almost any surface or object with very little if any instrumentation of the environment. As a result, REVEL can provide dynamic tactile sensations on touch screens as well as everyday objects and surfaces in the environment, such as furniture, walls, wooden and plastic objects, and even human skin. Revel can be used in many new and exciting applications, including adding tactile feedback to projected content, enhancing the environment with tactile guidance for the visually impaired or providing personal tactile feedback for multi-user touch surfaces.

Displays take new shape: an agenda for future interactive surfaces Workshop summaries / Steimle, Jürgen / Benko, Hrvoje / Cassinelli, Alvaro / Ishii, Hiroshi / Leithinger, Daniel / Maes, Pattie / Poupyrev, Ivan Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.3283-3286
ACM Digital Library Link
Summary: This workshop provides a forum for discussing emerging trends in interactive surfaces that leverage alternative display types and form factors to enable more expressive interaction with information. The goal of the workshop is to push the current discussion forward towards a synthesis of emerging visualization and interaction concepts in the area of improvised, minimal, curved and malleable interactive surfaces. By doing so, we aim to generate an agenda for future research and development in interactive surfaces.

Infusing the physical world into user interfaces Keynote 2 / Poupyrev, Ivan Proceedings of the 2012 International Conference on Multimodal Interfaces 2012-10-22 p.229-230
ACM Digital Library Link
Summary: Advances in new materials and manufacturing techniques are rapidly blending the computational and physical worlds. With every new turn in technology development -- e.g., discovering a novel "smart" material, inventing a more efficient manufacturing process or designing a faster microprocessor -- there are new and exciting ways to take user interfaces away from the screen and blend them into our living spaces and everyday objects, making them more responsive, intelligent and adaptive. As the world around us becomes increasingly infused with technology, the user interfaces and computers themselves will disappear into the background, blending into the physical world around us. Thus, the old tried-and-true paradigms for designing interaction and interfaces must be re-evaluated, re-designed and, in some cases, even discarded to take advantage of the new possibilities that these cutting-edge technologies provide. While the challenges and opportunities are distinct, the fundamental goal remains the same: to provide for the effortless and effective consumption, control and transmission of information at any time and in any place, while delivering a unique experience that is only possible with these emerging technologies.
    In this talk I will present work produced by myself and the research group that I have been directing at Disney Research Pittsburgh. We are addressing these exciting challenges. This talk will cover projects investigating tactile and haptics interfaces, deformable computing devices, augmented reality interfaces and novel touch sensing techniques, as well as biologically-inspired interfaces, among others. The presentation will cover both projects conducted while at Sony Corporation and more recent research efforts in the Interaction Group at Walt Disney Research, Pittsburgh.

Capacitive fingerprinting: exploring user differentiation by sensing electrical properties of the human body Tactile & grip / Harrison, Chris / Sato, Munehiko / Poupyrev, Ivan Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.1 p.537-544
ACM Digital Library Link
Summary: At present, touchscreens can differentiate multiple points of contact, but not who is touching the device. In this work, we consider how the electrical properties of humans and their attire can be used to support user differentiation on touchscreens. We propose a novel sensing approach based on Swept Frequency Capacitive Sensing, which measures the impedance of a user to the environment (i.e., ground) across a range of AC frequencies. Different people have different bone densities and muscle mass, wear different footwear, and so on. This, in turn, yields different impedance profiles, which allows for touch events, including multitouch gestures, to be attributed to a particular user. This has many interesting implications for interactive design. We describe and evaluate our sensing approach, demonstrating that the technique has considerable promise. We also discuss limitations, how these might be overcome, and next steps.

Printed optics: 3D printing of embedded optical elements for interactive devices Fabrication & hardware / Willis, Karl / Brockmeyer, Eric / Hudson, Scott / Poupyrev, Ivan Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012-10-07 v.1 p.589-598
ACM Digital Library Link
Summary: We present an approach to 3D printing custom optical elements for interactive devices labelled Printed Optics. Printed Optics enable sensing, display, and illumination elements to be directly embedded in the casing or mechanical structure of an interactive device. Using these elements, unique display surfaces, novel illumination techniques, custom optical sensors, and embedded optoelectronic components can be digitally fabricated for rapid, high fidelity, highly customized interactive devices. Printed Optics is part of our long term vision for interactive devices that are 3D printed in their entirety. In this paper we explore the possibilities for this vision afforded by fabrication of custom optical elements using today's 3D printing technology.

Touché: touch and gesture sensing for the real world Demos / Poupyrev, Ivan / Harrison, Chris / Sato, Munehiko Proceedings of the 2012 International Conference on Ubiquitous Computing 2012-09-05 p.536
Summary: Touché proposes a novel Swept Frequency Capacitive Sensing technique that can not only detect a touch event, but also recognize complex configurations of the human hands and body. Such contextual information significantly enhances touch interaction in a broad range of applications, from conventional touchscreens to unique contexts and materials. For example, in our explorations we add touch and gesture sensitivity to the human body and liquids. We demonstrate the rich capabilities of Touché with five example setups from different application domains and conduct experimental studies that show gesture classification accuracies of 99% are achievable with our technology.

Touché: enhancing touch interaction on humans, screens, liquids, and everyday objects Brain & body / Sato, Munehiko / Poupyrev, Ivan / Harrison, Chris Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.483-492
ACM Digital Library Link
Summary: Touché proposes a novel Swept Frequency Capacitive Sensing technique that can not only detect a touch event, but also recognize complex configurations of the human hands and body. Such contextual information significantly enhances touch interaction in a broad range of applications, from conventional touchscreens to unique contexts and materials. For example, in our explorations we add touch and gesture sensitivity to the human body and liquids. We demonstrate the rich capabilities of Touché with five example setups from different application domains and conduct experimental studies that show gesture classification accuracies of 99% are achievable with our technology.

Surround haptics: tactile feedback for immersive gaming experiences Interactivity presentations / Israr, Ali / Kim, Seung-Chan / Stec, Jan / Poupyrev, Ivan Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1087-1090
ACM Digital Library Link
Summary: In this paper we propose an architecture for rendering rich and high-resolution haptic feedback on the user's body while playing interactive games. The haptic architecture consists of three main elements, namely, haptic engine, haptic API/codec, and haptic display. The haptic engine extracts events from the game, assigns haptic feedback to these events, and sends coded packets to haptic API/codec. The haptic API/codec translates the coded packets and computes driving signals based on carefully evaluated algorithms derived from psychophysical modeling of tactile perception. The driving signals are then routed to the haptic display embedded with an array of vibratory transducers. A user feels high resolution and refined tactile sensations on the body through the display. We have integrated the Surround Haptics system with a driving simulation game to provide an enjoyable gaming experience.

Tactile feedback on flat surfaces for the visually impaired Work-in-progress / Israr, Ali / Bau, Olivier / Kim, Seung-Chan / Poupyrev, Ivan Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1571-1576
ACM Digital Library Citation
Summary: In this paper we introduce a mobile, generic, and inexpensive visuo-tactile sensory substitution device for the visually impaired. The device helps users to explore the world around them, by pointing it towards objects of the environment and rendering tactile information to the objects sensed by a camera. With the help of two visually impaired participants, we conducted three preliminary experiments and evaluated the performance of the device in detecting, reaching and exploring tasks. Both participants were able to detect, explore and reach for a given object of interest in a controlled room setting using only the tactile information rendered on the flat panel of the device. The implication of results and future directions for tactile assistive devices are discussed.

SideBySide: ad-hoc multi-user interaction with handheld projectors Mobile / Willis, Karl D. D. / Poupyrev, Ivan / Hudson, Scott E. / Mahler, Moshe Proceedings of the 201 ACM Symposium on User Interface Software and Technology1 2011-10-16 v.1 p.431-440
ACM Digital Library Link
Summary: We introduce SideBySide, a system designed for ad-hoc multi-user interaction with handheld projectors. SideBySide uses device-mounted cameras and hybrid visible/infrared light projectors to track multiple independent projected images in relation to one another. This is accomplished by projecting invisible fiducial markers in the near-infrared spectrum. Our system is completely self-contained and can be deployed as a handheld device without instrumentation of the environment. We present the design and implementation of our system including a hybrid handheld projector to project visible and infrared light, and techniques for tracking projected fiducial markers that move and overlap. We introduce a range of example applications that demonstrate the applicability of our system to real-world scenarios such as mobile content exchange, gaming, and education.

Motionbeam: a metaphor for character interaction with handheld projectors Non-flat Displays / Willis, Karl D. D. / Poupyrev, Ivan / Shiratori, Takaaki Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.1031-1040
ACM Digital Library Link
Summary: We present the MotionBeam metaphor for character interaction with handheld projectors. Our work draws from the tradition of pre-cinema handheld projectors that use direct physical manipulation to control projected imagery. With our prototype system, users interact and control projected 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. We introduce a set of interaction principles and present prototype applications that provide clear examples of the MotionBeam metaphor in use. Finally we describe observations and insights from a preliminary user study with our system.

Tactile brush: drawing on skin with a tactile grid display Touch 1: tactile & haptics / Israr, Ali / Poupyrev, Ivan Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.2019-2028
ACM Digital Library Link
Summary: Tactile Brush is an algorithm that produces smooth, two-dimensional tactile moving strokes with varying frequency, intensity, velocity and direction of motion. The design of the algorithm is derived from the results of psychophysical investigations of two tactile illusions -- apparent tactile motion and phantom sensations. Combined together they allow for the design of high-density two-dimensional tactile displays using sparse vibrotactile arrays. In a series of experiments and evaluations we demonstrate that Tactile Brush is robust and can reliably generate a wide variety of moving tactile sensations for a broad range of applications.

Tactile display for the visually impaired using TeslaTouch Interactivity 1 / Xu, Cheng / Israr, Ali / Poupyrev, Ivan / Bau, Olivier / Harrison, Chris Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.317-322
ACM Digital Library Link
Summary: TeslaTouch is a technology that provides tactile sensation to moving fingers on touch screens. Based on TeslaTouch, we have developed applications for the visually impaired to interpret and create 2D tactile information. In this paper, we demonstrate these applications, present observations from the interaction, and discuss TeslaTouch's potential in supporting communication among visually impaired individuals.

Sensing through structure: designing soft silicone sensors Sensing and interaction / Slyper, Ronit / Poupyrev, Ivan / Hodgins, Jessica Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011-01-22 p.213-220
ACM Digital Library Link
Summary: 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.

Second international workshop on organic user interfaces Studios and workshops / Girouard, Audrey / Vertegaal, Roel / Poupyrev, Ivan Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011-01-22 p.381-384
ACM Digital Library Link
Summary: 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.
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