TViews: An Extensible Architecture for Multiuser Digital Media Tables

Size: px
Start display at page:

Download "TViews: An Extensible Architecture for Multiuser Digital Media Tables"

Transcription

1 TViews: An Extensible Architecture for Multiuser Digital Media Tables Ali Mazalek Georgia Institute of Technology Matthew Reynolds ThingMagic Glorianna Davenport Massachusetts Institute of Technology In our increasingly digital age, the development of digital tabletop systems has the potential to extend traditional tabletop activities into the digital realm, shifting human computer interactions away from today s dominant desktop-based paradigm to a broader one of shared physical contexts in everyday spaces such as home living rooms, school classrooms, and workplace conference rooms, as well as public spaces such as cafés, shops, or museums. A media table is a general-purpose digital tabletop that can support a broad range of digital media applications, such as media asset management, story construction, multimedia learning, and digital game play, as well as many other applications that the application developer community will find. We are especially interested in the development of enabling technologies both hardware and software that will allow media tables to be economically viable, easy to use, and sufficiently general purpose for widespread user adoption. At its most basic level, a media table provides a horizontal interaction surface upon which the spatial configuration of tagged objects can be computationally interpreted and then subsequently augmented with coincident visual output. In existing digital tabletop prototypes, visual output is usually provided by rear or front projection, but the rapid development of large plasma and LCD displays at consumer price levels makes these display technologies increasingly attractive options for media tables. While some interactive table displays make use of touch as a means of input, rather than object tracking, the additional benefit provided by object tracking is the ability to identify and associate unique physical artifacts with different elements or functions within the application space. These physical artifacts can take on a form that is representative of their digital functionality, thus allowing an off-loading of some of the information within the interactive environment from a purely graphical form to a hybrid graphical and physical-world representation. For the TViews project, we have created a new, more extensible method and sensing framework for object tracking media tables that can manage large numbers of tracked objects while running many different media applications at once see the Previous Work sidebar for a discussion of other approaches. We have focused on the problem of tracking tangible interaction objects above a large LCD or plasma display, and have therefore set out to develop an interaction object tracking and identification solution that works with a rear-illuminated display, thus avoiding the occlusion problems common to front-illuminated displays. Although the TViews system does not directly sense user touch, we have attempted to preserve the spirit of the multiple touch and identity properties of Diamond- Touch while applying these properties to a tangible user interface system akin to Sensetable see the sidebar for information on these systems. TViews design goals The TViews table is a media interaction platform designed for shared living spaces within the home environment. This platform consists of three parts: a dynamic object tracking and identification system that works with an extensible set of tagged objects on the table s surface, a planar display that is integrated into the table s surface, and a set of application programming interfaces (APIs) that tie these elements together. TViews applications can therefore provide visual output that coincides with the tagged objects movements as well as the actions signaled by the human manipulation of those objects. Figure 1 (on page 49) illustrates the physical configuration of the TViews table. TViews is an extensible method and acoustic-based sensing framework for creating digital media tables that overcome many limitations of singlepurpose systems. The system provides a means for real-time multiobject tracking on the tabletop and for the management of large numbers of objects and applications across multiple platform instances. Published by the IEEE Computer Society /06/$ IEEE IEEE Computer Graphics and Applications 47

2 Previous Work Early work on interactive tables began with research prototypes such as the Digital Desk, built at Xerox EuroPARC, and the ActiveDesk work at the University of Toronto. The Digital Desk used an ordinary physical desk with a video camera mounted above it that could track the movements of an LED-tipped pen to determine where the user was pointing. 1 Later versions included overhead digital projection of electronic objects onto regular paper documents. The ActiveDesk allowed twohanded input through physical artifacts called bricks and was used with a drawing application called GraspDraw. 2 The next major steps in interactive tabletops took place at the Massachusetts Institute of Technology Media Laboratory, with the metadesk and I/O Bulb projects. 3,4 These systems differed from the Digital Desk and ActiveDesk systems in that they were designed for networked collaborative use. Applications included geographical visualization, holographic setup simulation, and urban planning. Both systems achieved multiple objects tracking through computer vision and accomplished the display with projected graphics from the rear (metadesk) or the front (I/O Bulb). Today, researchers are exploring interactive tables for different applications in a variety of physical contexts. Notable examples include the DiamondTouch table from Mitsubishi Electric Research Laboratories, 5 and the Sensetable tangible user interface system from the MIT Media Lab. 6 Another type of table was constructed from a commercially available interactive wall display, a DViT from Smart Technologies (see com), and has been used in tabletop interfaces such as those discussed elsewhere. 7,8 The DiamondTouch system is a capacitive touch sensing system that overcomes some of the major limitations of existing touch screen technologies. In particular, DiamondTouch offers two important improvements over existing touch screens: it detects multiple simultaneous touches from multiple users and unambiguously reports both the touch location and the identity of the user touching each point. However, the requirement that each DiamondTouch user must be coupled to a unique receiver through a chair or floor plate is awkward because these specially equipped chairs or floor plates must be tethered to the DiamondTouch display, which in turn limits the free placement of the display in a room. The DiamondTouch system also requires an antenna grid that is the same size as the display, with a number of rows and columns dependent on the display size and the touch coordinate resolution. As the display grows in size, the size and cost of the antenna grid and driving electronics grows, too. Finally, the opaque antenna grid limits DiamondTouch to frontprojection systems, although the DiamondTouch developers suggest that a transparent antenna array might one day be feasible with special materials. The Sensetable system is based on Wacom s tablet and pen technology. The system tracks interaction objects above a display surface. While a typical Wacom tablet can track only two pens at a time, the Sensetable developers modified the Wacom system by adding a duty cycling approach to allow tracking of a greater number of objects at once. This duty cycling approach reduces the effective tracking update rate by a factor proportional to the number of objects being tracked. Thus, as more interaction objects are added, the effective update rate for each object decreases. This severely constrains the number of interaction objects that can be employed on the Sensetable surface. Further, because of the opaque printed circuit board used for the grid of excitation coils and associated circuitry, the Sensetable system can only be used in a front projection mode. In contrast to the electromagnetic approaches used in DiamondTouch and Sensetable, the SmartBoard system uses a vision-based approach for tracking touch, pens, and erasers above a display surface. Because of the SmartBoard s vision-based approach, there is no antenna array opacity problem to constrain the display to front or rear illumination. Furthermore, the system does not depend on any other apparatus the user does not have to be tethered to the SmartBoard. Unfortunately, the technology does not scale to track many objects on the display surface because objects occlude each other from the view of the SmartBoard cameras. Furthermore, the SmartBoard does not provide a way to uniquely identify each different object with a large identity space object color could be used to distinguish between a few objects but it cannot tell one hand from another, nor distinguish between tens or hundreds of objects on the display surface. References 1. P. Wellner, Interacting with Paper on the Digital Desk, Comm. ACM, vol. 36, no. 7, 1993, pp G. Fitzmaurice, H. Ishii, and W. Buxton, Bricks: Laying the Foundations for Graspable User Interfaces, Proc. Conf. Human Factors in Computing Systems (CHI), ACM Press, 1995, pp B. Ullmer and H. Ishii, The metadesk: Models and Prototypes for Tangible User Interfaces, Proc. Symp. User Interface Software and Technology (UIST), ACM Press, 1997, pp J. Underkoffler and H. Ishii, Urp: A Luminous-Tangible Workbench for Urban Planning and Design, Proc. Conf. Human Factors in Computing Systems (CHI), ACM Press, 1999, pp P. Dietz and D. Leigh, DiamondTouch: A Multi-User Touch Technology, Proc. 14th Ann. Symp. User Interface Software and Technology (UIST), ACM Press, 2001, pp J. Patten et al., Sensetable: A Wireless Object Tracking Platform for Tangible User Interfaces, Proc. Conf. Human Factors in Computing Systems (CHI), ACM Press, 2001, pp S.D. Scott, S. Carpendale, and S. Habelski, Storage Bins: Mobile Storage for Collaborative Tabletop Displays, IEEE Computer Graphics and Applications, vol. 25, no. 4, 2005, pp U. Hinrichs et al., Interface Currents: Supporting Fluent Collaboration on Tabletop Displays, Proc. 5th Int l Symp. Smart Graphics, Springer, pp September/October 2006

3 In our exploration of interactive object use on a tabletop display as a platform for shared media and story interactions, 1 we identified a number of requirements necessary for the development of an extensible media table architecture: scalability of the display and interaction space in size, extensibility of the object namespace to accommodate a virtually unlimited number of unique objects, portability of interactive objects between platforms, and extensibility of the application space and management of objects and applications. TViews uses a novel combination of acoustic sensing and infrared communication technologies coupled with distributed processing both in the interaction objects themselves as well as in the table s central processor to achieve these objectives. Here, we provide a quick summary of the combination of technical features that we used to fulfill these requirements in the TViews system. To allow scalability of the interaction surface in size, the TViews object-positioning technology must function in a manner independent of the size and scale of the interactive surface. We can construct TViews surfaces in smaller or larger versions and at different scales and aspect ratios to accommodate different display types. We based the TViews object-tracking technology on the acoustic time of flight of positioning signals transmitted through the glass display surface itself, and passively monitored by the interaction objects. Since this acoustic positioning system does not require antenna grids or other materials covering the interactive surface, it s possible to provide a coincident display without suffering from occlusion or other problems inherent in other technologies, regardless of the display surface s size or aspect ratio. Furthermore, by broadcasting positioning signals from the display surface to all interaction objects simultaneously, there is no inherent limit to the number of interaction objects that users can use simultaneously on the same surface, and the position update rate is independent of the number of interaction objects. Our initial TViews prototypes have shown 100- Hz update rates and millimeter scale position measurement accuracy, essentially invariant to the number of tracked objects. To provide an extensible object namespace, TViews uses a globally unique digital identification number for each interactive object. The current 64-bit number allows an extremely large object namespace that the system uses in a hierarchical fashion to permit object types to be differentiated through fields in the ID namespace. We could extend this ID space to a larger numbering space if necessary. Supporting portability of interactive objects from one table to another requires two properties. First, a TViews table must identify any object from the entire namespace as soon as someone places it on the interaction surface. Second, any TViews table, regardless of its size or aspect ratio, must determine the position of any object placed on its interaction surface. To support the first required property, we developed Interactive tagged object (puck) Glass panel and flat-screen display 1 Physical configuration and setup of the TViews media table. an enumeration strategy for the singulation and identification of all objects currently on a given table even when the number of objects and their identities are not known a priori. Second, the computational system within the table performs the position solution based on time-of-flight measurements, performing this computation on the objects themselves. This way, the objects don t need to know anything about the table size, and only need to measure the arrival times of acoustic pulses and communicate them to the table. To support an extensible set of applications, TViews provides an API layer based on an event model that sends events to TViews applications when objects are added, moved, manipulated, or removed from the table. Thus, TViews applications interact with the table platform through the standard expedient of registering for input events from the table s control system. TViews also provides an application and object manager to support multiple applications on the table and to keep track of interaction objects associated with different applications. TViews hardware implementation As previously mentioned, TViews uses a combination of acoustic and infrared communication technologies to implement the feature set already outlined. Inside the table, a master control board connected to the interaction surface manages the communication and tracking of the large set of interaction objects (known as pucks) as users place and move them on the table surface. A rechargeable lithium polymer battery powers each puck; the prototype pucks last 8 to 12 hours on a single charge although further work on the puck circuitry should result in weeks or months of operation on a charge. TViews uses acoustic ranging pings to locate the pucks, while infrared transceivers bidirectionally communicate object identity, time of flight, and object manipulation information between the master control unit and each puck. To transmit acoustic ranging pings, we ve affixed piezoceramic transducers to the bottomside four corners of the display glass. These transducers launch 200-KHz ultrasonic acoustic waves into the glass display surface in a bulk longitudinal acoustic wave Table enclosure containing master control board and PC IEEE Computer Graphics and Applications 49

4 2 Top view of the sensor layout on the TViews table surface. Acoustic transmitters affixed to corners Glass panel Acoustic receivers in mobile objects Infrared transceivers around edge of display area Glass panel Infrared transceivers in mobile objects Display area Display area mode. Furthermore, we ve placed a frame consisting of eight infrared transceivers around the interaction surface edge for communication. An excess number of inexpensive infrared transceivers around the display surface edge ensures that hand or object occlusion doesn t block communication between interaction objects and the TViews table. Future versions of the TViews system will employ radio frequency communication to avoid this problem entirely. Each puck (interaction object) is equipped with an ultrasonic receiving sensor to pick up the acoustic waves as they travel underneath the glass display surface, as well as an infrared transceiver for bidirectional data communication with the table. Figure 2 shows the layout of the sensors on the glass. Our position sensing approach was inspired in part by the Tap Window project, a system for tracking taps and other impacts on large glass surfaces. 2 An important difference between the TViews sensing approach and previous work on acoustic tracking systems such as the Tap Window is that TViews simultaneously tracks many objects on the table rather than one object at a time. Another important distinction is that the Tap Window is a passive system, used to track impacts on glass from inactive interaction objects such as metal objects or human fists, while the TViews table tracks active objects containing sensing and computation at the interaction object level. Furthermore, the acoustic receivers in the TViews system are located in the interaction objects themselves, while acoustic transmitters are affixed to the corners of the glass. This reversal of the past approach endows the TViews display surface with a positioning utility, which enables the TViews system to scale to an essentially unlimited number of interaction objects on the table without a significant reduction in the refresh rate or accuracy of object positions. TViews application programming interface We have implemented the TViews platform API in Java, which runs on the PC housed inside the media table. It allows developers to create different types of media table applications that make use of the combination of real-time object tracking and embedded display. The TViews software underlying the API keeps track of the incoming messages from the master control board and parses them into three main types of events: puck added, puck removed, and puck metadata (for example, position, button state, and so on) updated. The API employs a Java event model to distribute events to applications that have registered themselves as listeners. These events can be extended to incorporate additional event notifications to subscribing applications about user actions that use any external I/O devices that might be attached to a puck, such as a button press. We will eventually extend the API to include support for bidirectional messaging, which would allow the application to send messages to the pucks or to control specific properties for each puck. For instance, a puck might flash to draw attention. Or if the puck is equipped with a small add-on display, the application might send a text, picture, or video message. Future pucks might even contain actuators that allow them to move, vibrate, or provide haptic input or output. Tabletop application design Over the past decade, digital media table researchers have created prototype applications that range across a variety of application domains and contexts, such as urban resource planning, 3 business management and supply chain visualization, 4 and digital storytelling. 1 Scott et al. provide a good overview of tabletop interface research and suggest interface design guidelines for effective colocated collaboration around tabletop displays. 5 Since tabletops naturally support shared activities, well-designed media table interfaces have the potential to support shared user interactions with digital media content in an intuitive and natural way. Past work on tabletop applications and creating our own prototypes have inspired us to formulate a taxonomy of design considerations for media table applications, shown in Table 1. This taxonomy highlights several issues specific to media table design in which tangible objects act as the primary means of interacting with the digital information. In addition to the design of the interactive objects, the approaches and metaphors used for interface and control and the strategies employed for connecting applications across multiple tables are also important for tabletop application design. Some examples of current work in interface metaphors include the use of touch or pen-based table displays that include storage bins for organizing media content on the tabletop 6 and the development of an interface current metaphor that supports shared access to content pieces by flowing them around the edge of the horizontal display surface. 7 Certain application types might point to specialized solutions that impose tight constraints on interface and interaction design, while other types might allow a 50 September/October 2006

5 Table 1. Taxonomy of interface design considerations. Considerations Approaches Less Constrained More Constrained Control and Objects as generic handles or control Objects with specific fixed meaning or Object mappings devices (puck, stylus) functionality design Extensions and Generic I/O add-ons (buttons, dials, Physical shape reflects object s customizations sliders, lights, displays) meaning in virtual space Shared interaction Simultaneous movement of Enforced turn-taking or simultaneous Interface and approach individual control points movement with coordinated control control Multiviewpoint Directionless interface with free Fixed interface elements or automated approach rotation of all virtual media objects reorientation of media objects Visual interface Tables provide independent views Tables coordinate their views into the Networked approach into the media space media space tables Remote object Results of remote actions and object All object movements and actions presence movements displayed displayed greater level of flexibility. In terms of tangible object design, interaction objects might act as generic controllers like a stylus that could grab onto any virtual media object or they might be given a fixed meaning designated by their color, shape, or other physical attributes. For example, the Urp system permanently associates the interactive objects with a specific digital meaning and functionality based on their physical form. 3 Because Urp s physical building models are attached to corresponding virtual building models with specific physical forms, they cannot be used to control a different kind of virtual media object without breaking the interface metaphor. At the visual interface level, media tables are a shared platform so we must consider how multiple users interacting through multiple points of control will coordinate their activities and how the design can enhance the experience of all participants. We can achieve this through simultaneous free movement of objects, or with more constrained approaches like enforced turn taking or coordinated control. For instance, user interaction with a picture sorting application might be best served by an interface that allows continuous and simultaneous movement of the interactive objects. In this way, multiple people could browse and organize a collection together, perhaps selecting images that interest them, and storing these images within their own particular interactive objects. In contrast, drawing a figure in a graphical drawing application might use coordinated control between two objects to anchor one corner and then stretch out the figure with a second object. GraspDraw a two-handed drawing application created on the ActiveDesk uses this interaction style. 8 In the case of a digital board game, the rules of the game might impose a turn-taking approach in the game play, which is common in many traditional tabletop games such as chess or checkers. However, new types of games might allow simultaneous collaborative engagement of players with multiple objects at once. Another important issue that arises in the visual design of tabletop applications is the question of image or interface orientation, because users are likely to view the display surface from different sides while seated around the table. For example, researchers at Mitsubishi Electric Research Laboratories have explored the automatic orientation of interface elements on tabletop displays using their DiamondSpin Java API, which provides arbitrary reorientation and resizing of media elements on the DiamondTouch tabletop display. 9 While the TViews API provides a means of managing the physical objects as users swap and move them around on the tabletop, the DiamondSpin API supports the management of the graphical objects and interface elements. As such, the two APIs would work well together to support both the tangible and graphical aspects of tabletop application development. Finally, tabletop designers need to think about how multiple networked media tables coordinate views and user interactions, which is in some ways parallel to the issues that arise when connecting desktop application environments. Multiple views into the media space can be tightly coordinated so that remote users will always see the same thing, while a less constrained approach might lead to each table acting as an independent window into a larger virtual environment. The latter approach is generally used in online role-playing games, where different players can be located in different parts of the virtual world at any given time, so each user sees a different view of the virtual world even though all users are interacting within the same virtual space. Beyond the coordination of the visual interface, tabletop application designers also need to consider how the presence of remote objects is displayed on connected tables. In a less constrained approach, connected tables might only see the results of actions that have been performed by remote objects, such as the placing of a game piece. Other applications might lend themselves to a tighter coupling of object presence. For example, a networked version of the Urp system displayed the footprints of remote buildings on a connected table so that remote users could see the way others were moving them in real time. 3 Sample TViews applications To demonstrate the TViews system s scalability and flexibility, we constructed two complete TViews media IEEE Computer Graphics and Applications 51

6 (a) (b) (Courtesy Samsung Electronics 2005) 3 TViews media tables constructed in two different furniture styles at (a) the MIT Media Lab and (b) Samsung Research. tables and evaluated them both separately and together as a networked system. One TViews table was located at the Massachusetts Institute of Technology Media Laboratory, and the other was located around the world at Samsung s research center in Suwon, Korea. Figure 3 shows the two tables. We built 18 pucks and 10 sample media applications over the course of the development and testing of the TViews table. All pucks and applications can run on both tables, and the pucks can be swapped between applications running on different tables. Several of the applications use the puck s expandable I/O feature through add-on buttons that provide customizable functionality within the application space. Using the expandable I/O feature, TViews object tracking technology could eventually be incorporated into existing devices such as digital cameras and cell phones to extend their capabilities into new areas. In addition to our own application development, our research collaborators at Samsung in Korea have designed applications for a media table that can connect to a user s home entertainment center and other media devices. They are exploring how a media table and personalized interactive objects might replace the remote control devices currently used to control televisions, DVD players, audio systems, and other media devices. They have also designed tabletop application interfaces that can log family history; assist with family scheduling for vacations and other events; support movie and text messaging to and from other portable devices; maintain personalized preferences for media devices; and assist in the creation of playlists for photos, music, and movies. For instance, a TViews media player application might allow existing portable mediaplayer devices equipped with TViews tags to be tracked on the table s surface, allowing users to download songs and movies, pull up related videos online, or find and display the commonalities or differences between playlists stored on separate devices. Photo applications As digital camera technologies continue to spread, people are capturing and storing increasing numbers of digital photographs. These photos can be shared via mobile messaging, downloaded to laptop and desktop PCs, uploaded to picture sharing Web sites, or simply printed out in regular paper form. There is clearly a need for powerful tools to manage these growing collections, and although many such tools exist for example, Apple s iphoto or Google s Picasa managing large image collections can be a tedious and repetitive task. The once leisurely group activity of sorting and browsing physical photographs on a table has been replaced with single-user point-and-click interfaces that don t facilitate face-to-face interaction and socialization around media collections. To bring back some of the shared fun into the process of organizing, sharing, and viewing digital photographs, we have developed several photo applications on the TViews table. In the TViews Picture Sorter, users can sort and organize their digital photographs in the same way they would organize a shoebox of physical photographs on a tabletop. New images appear in a pile at the center of the TViews table, and the pucks help sort them into smaller clusters. However, unlike physical photographs that can only be in one pile at a time, their digital nature allows users to copy and move the photographs into several clusters at once. While the application currently provides only basic sorting functionality, users would eventually be able to provide annotations for their photographs, and the system could incorporate intelligent sorting features based on these annotations or on other aspects of the images, such as preexisting metadata tags. Users could also save the image clusters as slideshows, post them to the Web for remote access, or view them within different browsing environments, such as the Map Browser. The TViews Map Browser takes advantage of GPS metadata to automatically organize images on a geographical map based on the time and location at which each picture was taken. A timeline on one side of the table is color coded by day and small colored dots appear at each photograph location on the map, indicating the days that photographs were taken there. Users attach the pucks to different days on the timeline and drag them around the map to reveal that day s images. The images appear clustered around the puck, and can be zoomed by pressing the button on top of the puck. When an image is zoomed, another puck can grab hold of it 52 September/October 2006

7 (a) (b) 4 In Map Browser the pucks help navigate a collection of images on a geographic map. In this case, the image collection is from a vacation on the west coast of Ireland. (a) A close-up view of the display surface and pucks and (b) two users jointly browsing the image collection with two separate pucks. and drag it to another part of the table for separate viewing. Figure 4 shows the Map Browser interface and users interacting with the application. Researchers have demonstrated applications for browsing media collections on a number of touch-based tabletops, such as the DiamondTouch and SmartBoard tables. 6,9 While touch-based interaction is well suited for manipulating pictures on the display surface itself, tangible objects provide the additional benefit of allowing media content to move off the tabletop display and into the physical objects themselves. In the case of media organization, people could thus bring to the table the collections they have stored within their own interactive devices, such as digital cameras or portable media players, allowing these objects to serve a dual purpose. By using the TViews expandable I/O feature and embedding TViews sensing technology into the base of existing portable media devices, there would be no need for users to plug these devices into the table for media content download, or to transfer their media files over a network connection. Instead, the personal storage devices themselves could become the handles with which users would move content to and manipulate it on the table s surface, allowing easy viewing and swapping of media collections from separate devices. The input and output elements on the tangible objects, such as small displays, buttons, and sliders could also help perform additional tasks, such as scrolling through the contents, copying collections to the table or other devices, and comparing media content collections between separate devices. Tabletop games With the advent of digital game technology, game designers have made extensive use of emerging digital technologies to enhance game play by immersing viewers into virtual worlds with stunning graphics and complicated artificial-intelligence-based rule engines. While many of these games can be played in a networked mode with thousands of players at a time, they no longer provide the face-to-face social interactions common to more traditional games, such as board games. We have implemented a simple Pente board game for the TViews table to demonstrate digital boardgame play on the TViews platform. The game can be played with two or three players, and the goal is to place five stones in a row on the grid or to capture five pairs of an opponent s stones. Each player receives a puck, allowing him or her to drop stones onto the grid. The game uses three different pucks: yellow, red, and blue. The yellow puck comes with a yellow removable plastic icon cap on top, and it can place only yellow stones on the table. This behavior demonstrates how the pucks can be physically customized for a particular application, and how the physical shape of the interactive objects can be permanently linked to different meanings or functionality within the application s virtual space. During gameplay, we noticed that users would identify with their own piece, often holding onto it even when they were not using it to make a move on the game board. This identification with physical playing pieces can also be seen with traditional board games. In Monopoly for instance, some players can be very selective when choosing their playing piece, preferring to be a car rather than a thimble, or an iron rather than a race horse. Moreover, if the red puck is moved to a different TViews table running the Pente application, it will retain its identity as a red puck in the game. Figure 5 (next page) shows the Pente game on the TViews table and users during gameplay. In addition to the basic game features, Pente can be played in a networked mode from two different tables at once. In this case, each player s moves show up on both tables at the same time. For instance, two players in the game might be located at one table, while the third player is located at a different physically remote table. The idea of networked tabletop gameplay could eventually be extended to include many existing networked games, such as online role-playing or simulation games. TViews user experiences In the spring of 2005, we conducted a preliminary trial of the TViews system in a real-world apartment. The table was situated in the home of a volunteer for several weeks, during which he hosted a series of small social gatherings at which guests were invited to inter- IEEE Computer Graphics and Applications 53

8 (a) (b) 5 This game of Pente on the TViews table supports two or three players at a time and can also be played in networked mode between multiple tables: (a) close-up view of the game interface and pucks and (b) two users playing a game. Similar to a traditional Pente board, the graphical interface is directionless, allowing users to play from any side of the table. act with the TViews table. It was particularly important for us to see how users would interact with the table in a home environment rather than in a laboratory setting because we wanted to evaluate how the technology and overall system design would hold up when put to realworld use. In addition to sharing media and playing games, our TViews users put the table through the usual everyday coffee table usage: they placed a wide assortment of objects on the table s surface, they placed beverages and ate meals on top of the display while playing games, and they adjusted and readjusted the table s placement in the living room during social events without any need for recalibration or adjustment of the object sensing technology. Overall, the system performed well, and participants were able to use the table and pucks without difficulty. The only significant technical issues that came up were position errors resulting from poor contact of the acoustic sensor to the surface of the glass and a lag in positioning if a puck was moved too quickly. We are continuing to further develop the TViews pucks to address these issues, and are testing possible noncontact or point-contact acoustic sensing solutions. Furthermore, the position estimation algorithm is currently implemented in Java, which is marginally too slow to keep up with the calculations required to estimate in real time the positions of all the pucks on the table as they are moved around. A low-level system driver optimized for real-time performance should instead perform these calculations. We intend the applications we have been developing and testing to support activities that users would normally do in a home setting, such as browsing pictures or playing games. For this reason we allowed users to contribute their own photo collections for sorting, so testing of the Map Browser was done using a collection of geographically tagged photos that the host user had taken on a recent trip to Ireland. With the photo-related applications, we found that users quickly adjusted to the use of multiple pucks to browse and sort the images, and we often observed two or more users viewing different collections at the same time. When this occurred, we noticed that users were able to fluidly and repeatedly switch their focus between their own interaction and that of others. This seamless switch in focus is common when people browse physical photographs on a table and demonstrates that this natural type of interaction transitions easily into the tangible tabletop space. We also observed many shared interactions, where one person would control a puck, and the other person would use a second puck to drag images from the first person s collection to take a closer look at them. In general, users found the picture management and browsing interactions to be both intuitive and engaging, and they particularly enjoyed the informal stories and reminiscences that were shared around the Map Browser. The Pente game proved to be popular, particularly with users who were already familiar with the rules. The puck interaction was natural and familiar for users since most traditional board games provide separate pieces for each player. While tabletop game interactions can also take place on touch-based displays, TViews provides players with physical objects that they can identify with during gameplay. The use of tangible objects combined with the TViews expandable I/O feature could also let players create customized gaming objects with special functionalities for certain games. Users were especially interested in these possibilities for roleplaying games. In online role-playing games, there already exists an abundance of graphical player-created content, and the customization of physical objects could build on this tradition even further. Conclusion Now that we have an extensible method for creating media tables and a straightforward API for tabletop development, we would like to grow the community of developers who can create applications for the platform. Many of these applications can be based on ideas that our colleagues have already described. For instance, the ability of TViews tables to be networked together opens up the application space for new kinds of multiperson gameplay that can bridge the worlds of preexisting physical and digital games. 54 September/October 2006

9 Together with the development of the application space, we would also like to push forward the design of different interaction objects, providing custom shapes for different applications, as well as additional I/O elements like small displays or sensors within certain interaction objects. We would also like to incorporate interaction object capabilities into existing digital media devices, such as digital audio players or digital cameras, providing new ways of sharing and exchanging the digital contents within them as they are placed on a TViews surface. If we continue to grow the media table application space, we hope this will feed back into increased investment into the development of the platform itself. Through this cycle of growth that pushes on both the platform and application development in turn, we hope that media tables will fulfill their promise and will one day be part of our everyday environment. Acknowledgments We would like to thank our research collaborators at Samsung, especially Jay Lee, Hongsuk Choi, Yanglim Choi, and Seung-Hun Jeon. We would also like to thank Joe Paradiso, Bill Mitchell, and the members of the Media Fabrics research group at the MIT Media Laboratory. References 1. A. Mazalek and G. Davenport, A Tangible Platform for Documenting Experiences and Sharing Multimedia Stories, Proc. ACM SIGMM Workshop Experiential Telepresence (ETP), ACM Press, 2003, pp J.A. Paradiso and C.-K. Leo, Tracking and Characterizing Knocks Atop Large Interactive Displays, Sensor Rev., vol. 25, no. 2, pp J. Underkoffler and H. Ishii, Urp: A Luminous-Tangible Workbench for Urban Planning and Design, Proc. Conf. Human Factors in Computing Systems (CHI), ACM Press, 1999, pp J. Patten et al., Sensetable: A Wireless Object Tracking Platform for Tangible User Interfaces, Proc. Conf. Human Factors in Computing Systems (CHI), ACM Press, 2001, pp S.D. Scott, K.D. Grant, and R.L. Mandryk, System Guidelines for Co-located, Collaborative Work on a Tabletop Display, Proc. European Conf. Computer-Supported Cooperative Work (ECSCW), Kluwer Academic Publishers, 2003, pp S.D. Scott, S. Carpendale, and S. Habelski, Storage Bins: Mobile Storage for Collaborative Tabletop Displays, IEEE Computer Graphics and Applications, vol. 25, no. 4, 2005, pp U. Hinrichs et al., Interface Currents: Supporting Fluent Collaboration on Tabletop Displays, Proc. 5th Int l Symp. Smart Graphics, Springer, pp G. Fitzmaurice, H. Ishii, and W. Buxton, Bricks: Laying the Foundations for Graspable User Interfaces, Proc. Conf. Human Factors in Computing Systems (CHI), ACM Press, 1995, pp C. Shen et al., DiamondSpin: An Extensible Toolkit for Around-the-Table Interaction, Proc. SIGCHI Conf. Human Factors in Computing Systems (CHI), ACM Press, 2004, pp Ali Mazalek is an assistant professor in digital media at the Georgia Institute of Technology. Her research interests include emerging physical sensing and tangible interaction technologies for media arts and entertainment. Mazalek has an MS and PhD from the MIT Media Laboratory s Tangible Media and Media Fabrics groups. She was a Samsung and MediaLabEurope Fellow. Contact her at mazalek@gatech.edu. Matthew Reynolds is cofounder and CTO of ThingMagic, an RFID systems company. His research interests include the physics of sensors and actuators, signal processing, and sensor networks. Reynolds has an SB and M.Eng. in electrical engineering and computer science from MIT and a PhD from the MIT Media Laboratory, where he was a Motorola Fellow. Contact him at matt@thingmagic.com. Glorianna Davenport directs the Media Fabrics group at the MIT Media Laboratory. Her research interests include collaborative coconstruction of digital media experiences, where narration is split among authors, consumers, and computer mediators. Davenport has a BA in English from Mount Holyoke, and a fine arts MA from Hunter College. Contact her at gid@media.mit.edu. For further information on this or any other computing topic, please visit our Digital Library at computer.org/publications/dlib. IEEE Computer Graphics and Applications 55

LCC 3710 Principles of Interaction Design. Readings. Tangible Interfaces. Research Motivation. Tangible Interaction Model.

LCC 3710 Principles of Interaction Design. Readings. Tangible Interfaces. Research Motivation. Tangible Interaction Model. LCC 3710 Principles of Interaction Design Readings Ishii, H., Ullmer, B. (1997). "Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms" in Proceedings of CHI '97, ACM Press. Ullmer,

More information

The TViews Table for Storytelling and Gameplay

The TViews Table for Storytelling and Gameplay The TViews Table for Storytelling and Gameplay Ali Mazalek1, Matthew Reynolds2, and Glorianna Davenport3 1 Georgia Institute of Technology, Atlanta, GA, 30308, USA, mazalek@gatech.edu 2 ThingMagic, Inc.,

More information

Multi-User Multi-Touch Games on DiamondTouch with the DTFlash Toolkit

Multi-User Multi-Touch Games on DiamondTouch with the DTFlash Toolkit MITSUBISHI ELECTRIC RESEARCH LABORATORIES http://www.merl.com Multi-User Multi-Touch Games on DiamondTouch with the DTFlash Toolkit Alan Esenther and Kent Wittenburg TR2005-105 September 2005 Abstract

More information

INTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT

INTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT INTERACTION AND SOCIAL ISSUES IN A HUMAN-CENTERED REACTIVE ENVIRONMENT TAYSHENG JENG, CHIA-HSUN LEE, CHI CHEN, YU-PIN MA Department of Architecture, National Cheng Kung University No. 1, University Road,

More information

NUI. Research Topic. Research Topic. Multi-touch TANGIBLE INTERACTION DESIGN ON MULTI-TOUCH DISPLAY. Tangible User Interface + Multi-touch

NUI. Research Topic. Research Topic. Multi-touch TANGIBLE INTERACTION DESIGN ON MULTI-TOUCH DISPLAY. Tangible User Interface + Multi-touch 1 2 Research Topic TANGIBLE INTERACTION DESIGN ON MULTI-TOUCH DISPLAY Human-Computer Interaction / Natural User Interface Neng-Hao (Jones) Yu, Assistant Professor Department of Computer Science National

More information

Prototyping of Interactive Surfaces

Prototyping of Interactive Surfaces LFE Medieninformatik Anna Tuchina Prototyping of Interactive Surfaces For mixed Physical and Graphical Interactions Medieninformatik Hauptseminar Wintersemester 2009/2010 Prototyping Anna Tuchina - 23.02.2009

More information

rainbottles: gathering raindrops of data from the cloud

rainbottles: gathering raindrops of data from the cloud rainbottles: gathering raindrops of data from the cloud Jinha Lee MIT Media Laboratory 75 Amherst St. Cambridge, MA 02142 USA jinhalee@media.mit.edu Mason Tang MIT CSAIL 77 Massachusetts Ave. Cambridge,

More information

Information Layout and Interaction on Virtual and Real Rotary Tables

Information Layout and Interaction on Virtual and Real Rotary Tables Second Annual IEEE International Workshop on Horizontal Interactive Human-Computer System Information Layout and Interaction on Virtual and Real Rotary Tables Hideki Koike, Shintaro Kajiwara, Kentaro Fukuchi

More information

synchrolight: Three-dimensional Pointing System for Remote Video Communication

synchrolight: Three-dimensional Pointing System for Remote Video Communication synchrolight: Three-dimensional Pointing System for Remote Video Communication Jifei Ou MIT Media Lab 75 Amherst St. Cambridge, MA 02139 jifei@media.mit.edu Sheng Kai Tang MIT Media Lab 75 Amherst St.

More information

DiamondTouch SDK:Support for Multi-User, Multi-Touch Applications

DiamondTouch SDK:Support for Multi-User, Multi-Touch Applications MITSUBISHI ELECTRIC RESEARCH LABORATORIES http://www.merl.com DiamondTouch SDK:Support for Multi-User, Multi-Touch Applications Alan Esenther, Cliff Forlines, Kathy Ryall, Sam Shipman TR2002-48 November

More information

E90 Project Proposal. 6 December 2006 Paul Azunre Thomas Murray David Wright

E90 Project Proposal. 6 December 2006 Paul Azunre Thomas Murray David Wright E90 Project Proposal 6 December 2006 Paul Azunre Thomas Murray David Wright Table of Contents Abstract 3 Introduction..4 Technical Discussion...4 Tracking Input..4 Haptic Feedack.6 Project Implementation....7

More information

Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms

Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms Published in the Proceedings of CHI '97 Hiroshi Ishii and Brygg Ullmer MIT Media Laboratory Tangible Media Group 20 Ames Street,

More information

STRUCTURE SENSOR QUICK START GUIDE

STRUCTURE SENSOR QUICK START GUIDE STRUCTURE SENSOR 1 TABLE OF CONTENTS WELCOME TO YOUR NEW STRUCTURE SENSOR 2 WHAT S INCLUDED IN THE BOX 2 CHARGING YOUR STRUCTURE SENSOR 3 CONNECTING YOUR STRUCTURE SENSOR TO YOUR IPAD 4 Attaching Structure

More information

Organic UIs in Cross-Reality Spaces

Organic UIs in Cross-Reality Spaces Organic UIs in Cross-Reality Spaces Derek Reilly Jonathan Massey OCAD University GVU Center, Georgia Tech 205 Richmond St. Toronto, ON M5V 1V6 Canada dreilly@faculty.ocad.ca ragingpotato@gatech.edu Anthony

More information

Midterm project proposal due next Tue Sept 23 Group forming, and Midterm project and Final project Brainstorming sessions

Midterm project proposal due next Tue Sept 23 Group forming, and Midterm project and Final project Brainstorming sessions Announcements Midterm project proposal due next Tue Sept 23 Group forming, and Midterm project and Final project Brainstorming sessions Tuesday Sep 16th, 2-3pm at Room 107 South Hall Wednesday Sep 17th,

More information

Interactive Tables. ~Avishek Anand Supervised by: Michael Kipp Chair: Vitaly Friedman

Interactive Tables. ~Avishek Anand Supervised by: Michael Kipp Chair: Vitaly Friedman Interactive Tables ~Avishek Anand Supervised by: Michael Kipp Chair: Vitaly Friedman Tables of Past Tables of Future metadesk Dialog Table Lazy Susan Luminous Table Drift Table Habitat Message Table Reactive

More information

The Mixed Reality Book: A New Multimedia Reading Experience

The Mixed Reality Book: A New Multimedia Reading Experience The Mixed Reality Book: A New Multimedia Reading Experience Raphaël Grasset raphael.grasset@hitlabnz.org Andreas Dünser andreas.duenser@hitlabnz.org Mark Billinghurst mark.billinghurst@hitlabnz.org Hartmut

More information

COMET: Collaboration in Applications for Mobile Environments by Twisting

COMET: Collaboration in Applications for Mobile Environments by Twisting COMET: Collaboration in Applications for Mobile Environments by Twisting Nitesh Goyal RWTH Aachen University Aachen 52056, Germany Nitesh.goyal@rwth-aachen.de Abstract In this paper, we describe a novel

More information

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real...

preface Motivation Figure 1. Reality-virtuality continuum (Milgram & Kishino, 1994) Mixed.Reality Augmented. Virtuality Real... v preface Motivation Augmented reality (AR) research aims to develop technologies that allow the real-time fusion of computer-generated digital content with the real world. Unlike virtual reality (VR)

More information

From Table System to Tabletop: Integrating Technology into Interactive Surfaces

From Table System to Tabletop: Integrating Technology into Interactive Surfaces From Table System to Tabletop: Integrating Technology into Interactive Surfaces Andreas Kunz 1 and Morten Fjeld 2 1 Swiss Federal Institute of Technology, Department of Mechanical and Process Engineering

More information

Interaction Techniques for Musical Performance with Tabletop Tangible Interfaces

Interaction Techniques for Musical Performance with Tabletop Tangible Interfaces Interaction Techniques for Musical Performance with Tabletop Tangible Interfaces James Patten MIT Media Lab 20 Ames St. Cambridge, Ma 02139 +1 857 928 6844 jpatten@media.mit.edu Ben Recht MIT Media Lab

More information

EnhancedTable: Supporting a Small Meeting in Ubiquitous and Augmented Environment

EnhancedTable: Supporting a Small Meeting in Ubiquitous and Augmented Environment EnhancedTable: Supporting a Small Meeting in Ubiquitous and Augmented Environment Hideki Koike 1, Shin ichiro Nagashima 1, Yasuto Nakanishi 2, and Yoichi Sato 3 1 Graduate School of Information Systems,

More information

Interaction Design. Chapter 9 (July 6th, 2011, 9am-12pm): Physical Interaction, Tangible and Ambient UI

Interaction Design. Chapter 9 (July 6th, 2011, 9am-12pm): Physical Interaction, Tangible and Ambient UI Interaction Design Chapter 9 (July 6th, 2011, 9am-12pm): Physical Interaction, Tangible and Ambient UI 1 Physical Interaction, Tangible and Ambient UI Shareable Interfaces Tangible UI General purpose TUI

More information

Occlusion-Aware Menu Design for Digital Tabletops

Occlusion-Aware Menu Design for Digital Tabletops Occlusion-Aware Menu Design for Digital Tabletops Peter Brandl peter.brandl@fh-hagenberg.at Jakob Leitner jakob.leitner@fh-hagenberg.at Thomas Seifried thomas.seifried@fh-hagenberg.at Michael Haller michael.haller@fh-hagenberg.at

More information

Lamb Wave Ultrasonic Stylus

Lamb Wave Ultrasonic Stylus Lamb Wave Ultrasonic Stylus 0.1 Motivation Stylus as an input tool is used with touchscreen-enabled devices, such as Tablet PCs, to accurately navigate interface elements, send messages, etc. They are,

More information

The Disappearing Computer. Information Document, IST Call for proposals, February 2000.

The Disappearing Computer. Information Document, IST Call for proposals, February 2000. The Disappearing Computer Information Document, IST Call for proposals, February 2000. Mission Statement To see how information technology can be diffused into everyday objects and settings, and to see

More information

A Hybrid Immersive / Non-Immersive

A Hybrid Immersive / Non-Immersive A Hybrid Immersive / Non-Immersive Virtual Environment Workstation N96-057 Department of the Navy Report Number 97268 Awz~POved *om prwihc?e1oaa Submitted by: Fakespace, Inc. 241 Polaris Ave. Mountain

More information

Cricut Design Space App for ipad User Manual

Cricut Design Space App for ipad User Manual Cricut Design Space App for ipad User Manual Cricut Explore design-and-cut system From inspiration to creation in just a few taps! Cricut Design Space App for ipad 1. ipad Setup A. Setting up the app B.

More information

A Gestural Interaction Design Model for Multi-touch Displays

A Gestural Interaction Design Model for Multi-touch Displays Songyang Lao laosongyang@ vip.sina.com A Gestural Interaction Design Model for Multi-touch Displays Xiangan Heng xianganh@ hotmail ABSTRACT Media platforms and devices that allow an input from a user s

More information

Around the Table. Chia Shen, Clifton Forlines, Neal Lesh, Frederic Vernier 1

Around the Table. Chia Shen, Clifton Forlines, Neal Lesh, Frederic Vernier 1 Around the Table Chia Shen, Clifton Forlines, Neal Lesh, Frederic Vernier 1 MERL-CRL, Mitsubishi Electric Research Labs, Cambridge Research 201 Broadway, Cambridge MA 02139 USA {shen, forlines, lesh}@merl.com

More information

Effective Iconography....convey ideas without words; attract attention...

Effective Iconography....convey ideas without words; attract attention... Effective Iconography...convey ideas without words; attract attention... Visual Thinking and Icons An icon is an image, picture, or symbol representing a concept Icon-specific guidelines Represent the

More information

Welcome, Introduction, and Roadmap Joseph J. LaViola Jr.

Welcome, Introduction, and Roadmap Joseph J. LaViola Jr. Welcome, Introduction, and Roadmap Joseph J. LaViola Jr. Welcome, Introduction, & Roadmap 3D UIs 101 3D UIs 201 User Studies and 3D UIs Guidelines for Developing 3D UIs Video Games: 3D UIs for the Masses

More information

PhonePaint: Using Smartphones as Dynamic Brushes with Interactive Displays

PhonePaint: Using Smartphones as Dynamic Brushes with Interactive Displays PhonePaint: Using Smartphones as Dynamic Brushes with Interactive Displays Jian Zhao Department of Computer Science University of Toronto jianzhao@dgp.toronto.edu Fanny Chevalier Department of Computer

More information

Faculty of Information Engineering & Technology. The Communications Department. Course: Advanced Communication Lab [COMM 1005] Lab 6.

Faculty of Information Engineering & Technology. The Communications Department. Course: Advanced Communication Lab [COMM 1005] Lab 6. Faculty of Information Engineering & Technology The Communications Department Course: Advanced Communication Lab [COMM 1005] Lab 6.0 NI USRP 1 TABLE OF CONTENTS 2 Summary... 2 3 Background:... 3 Software

More information

Networks of any size and topology. System infrastructure monitoring and control. Bridging for different radio networks

Networks of any size and topology. System infrastructure monitoring and control. Bridging for different radio networks INTEGRATED SOLUTION FOR MOTOTRBO TM Networks of any size and topology System infrastructure monitoring and control Bridging for different radio networks Integrated Solution for MOTOTRBO TM Networks of

More information

Beyond Actuated Tangibles: Introducing Robots to Interactive Tabletops

Beyond Actuated Tangibles: Introducing Robots to Interactive Tabletops Beyond Actuated Tangibles: Introducing Robots to Interactive Tabletops Sowmya Somanath Department of Computer Science, University of Calgary, Canada. ssomanat@ucalgary.ca Ehud Sharlin Department of Computer

More information

Official Documentation

Official Documentation Official Documentation Doc Version: 1.0.0 Toolkit Version: 1.0.0 Contents Technical Breakdown... 3 Assets... 4 Setup... 5 Tutorial... 6 Creating a Card Sets... 7 Adding Cards to your Set... 10 Adding your

More information

Collaboration on Interactive Ceilings

Collaboration on Interactive Ceilings Collaboration on Interactive Ceilings Alexander Bazo, Raphael Wimmer, Markus Heckner, Christian Wolff Media Informatics Group, University of Regensburg Abstract In this paper we discuss how interactive

More information

Design of Parallel Algorithms. Communication Algorithms

Design of Parallel Algorithms. Communication Algorithms + Design of Parallel Algorithms Communication Algorithms + Topic Overview n One-to-All Broadcast and All-to-One Reduction n All-to-All Broadcast and Reduction n All-Reduce and Prefix-Sum Operations n Scatter

More information

understanding sensors

understanding sensors The LEGO MINDSTORMS EV3 set includes three types of sensors: Touch, Color, and Infrared. You can use these sensors to make your robot respond to its environment. For example, you can program your robot

More information

Table of Contents. Creating Your First Project 4. Enhancing Your Slides 8. Adding Interactivity 12. Recording a Software Simulation 19

Table of Contents. Creating Your First Project 4. Enhancing Your Slides 8. Adding Interactivity 12. Recording a Software Simulation 19 Table of Contents Creating Your First Project 4 Enhancing Your Slides 8 Adding Interactivity 12 Recording a Software Simulation 19 Inserting a Quiz 24 Publishing Your Course 32 More Great Features to Learn

More information

Digital Fabrication Production System Theory: towards an integrated environment for design and production of assemblies

Digital Fabrication Production System Theory: towards an integrated environment for design and production of assemblies Digital Fabrication Production System Theory: towards an integrated environment for design and production of assemblies Dimitris Papanikolaou Abstract This paper introduces the concept and challenges of

More information

Touch Your Way: Haptic Sight for Visually Impaired People to Walk with Independence

Touch Your Way: Haptic Sight for Visually Impaired People to Walk with Independence Touch Your Way: Haptic Sight for Visually Impaired People to Walk with Independence Ji-Won Song Dept. of Industrial Design. Korea Advanced Institute of Science and Technology. 335 Gwahangno, Yusong-gu,

More information

Social and Spatial Interactions: Shared Co-Located Mobile Phone Use

Social and Spatial Interactions: Shared Co-Located Mobile Phone Use Social and Spatial Interactions: Shared Co-Located Mobile Phone Use Andrés Lucero User Experience and Design Team Nokia Research Center FI-33721 Tampere, Finland andres.lucero@nokia.com Jaakko Keränen

More information

Touchscreens, tablets and digitizers. RNDr. Róbert Bohdal, PhD.

Touchscreens, tablets and digitizers. RNDr. Róbert Bohdal, PhD. Touchscreens, tablets and digitizers RNDr. Róbert Bohdal, PhD. 1 Touchscreen technology 1965 Johnson created device with wires, sensitive to the touch of a finger, on the face of a CRT 1971 Hurst made

More information

ZeroTouch: A Zero-Thickness Optical Multi-Touch Force Field

ZeroTouch: A Zero-Thickness Optical Multi-Touch Force Field ZeroTouch: A Zero-Thickness Optical Multi-Touch Force Field Figure 1 Zero-thickness visual hull sensing with ZeroTouch. Copyright is held by the author/owner(s). CHI 2011, May 7 12, 2011, Vancouver, BC,

More information

Audiopad: A Tag-based Interface for Musical Performance

Audiopad: A Tag-based Interface for Musical Performance Published in the Proceedings of NIME 2002, May 24-26, 2002. 2002 ACM Audiopad: A Tag-based Interface for Musical Performance James Patten Tangible Media Group MIT Media Lab Cambridge, Massachusetts jpatten@media.mit.edu

More information

! Computation embedded in the physical spaces around us. ! Ambient intelligence. ! Input in the real world. ! Output in the real world also

! Computation embedded in the physical spaces around us. ! Ambient intelligence. ! Input in the real world. ! Output in the real world also Ubicomp? Ubicomp and Physical Interaction! Computation embedded in the physical spaces around us! Ambient intelligence! Take advantage of naturally-occurring actions and activities to support people! Input

More information

New Human-Computer Interactions using tangible objects: application on a digital tabletop with RFID technology

New Human-Computer Interactions using tangible objects: application on a digital tabletop with RFID technology New Human-Computer Interactions using tangible objects: application on a digital tabletop with RFID technology Sébastien Kubicki 1, Sophie Lepreux 1, Yoann Lebrun 1, Philippe Dos Santos 1, Christophe Kolski

More information

Computer-Augmented Environments: Back to the Real World

Computer-Augmented Environments: Back to the Real World Computer-Augmented Environments: Back to the Real World Hans-W. Gellersen Lancaster University Department of Computing Ubiquitous Computing Research HWG 1 What I thought this talk would be about Back to

More information

LIGHT-SCENE ENGINE MANAGER GUIDE

LIGHT-SCENE ENGINE MANAGER GUIDE ambx LIGHT-SCENE ENGINE MANAGER GUIDE 20/05/2014 15:31 1 ambx Light-Scene Engine Manager The ambx Light-Scene Engine Manager is the installation and configuration software tool for use with ambx Light-Scene

More information

1/31/2010 Google's Picture Perfect Picasa

1/31/2010 Google's Picture Perfect Picasa The Picasa software lets you organize, edit, and upload your photos in quick, easy steps. Download Picasa at http://picasa.google.com You'll be prompted to accept the terms of agreement. Click I Agree.

More information

Mindstorms NXT. mindstorms.lego.com

Mindstorms NXT. mindstorms.lego.com Mindstorms NXT mindstorms.lego.com A3B99RO Robots: course organization At the beginning of the semester the students are divided into small teams (2 to 3 students). Each team uses the basic set of the

More information

TGR EDU: EXPLORE HIGH SCHOOL DIGITAL TRANSMISSION

TGR EDU: EXPLORE HIGH SCHOOL DIGITAL TRANSMISSION TGR EDU: EXPLORE HIGH SCHL DIGITAL TRANSMISSION LESSON OVERVIEW: Students will use a smart device to manipulate shutter speed, capture light motion trails and transmit their digital image. Students will

More information

CONTROLLING METHODS AND CHALLENGES OF ROBOTIC ARM

CONTROLLING METHODS AND CHALLENGES OF ROBOTIC ARM CONTROLLING METHODS AND CHALLENGES OF ROBOTIC ARM Aniket D. Kulkarni *1, Dr.Sayyad Ajij D. *2 *1(Student of E&C Department, MIT Aurangabad, India) *2(HOD of E&C department, MIT Aurangabad, India) aniket2212@gmail.com*1,

More information

Abstract. Keywords: Multi Touch, Collaboration, Gestures, Accelerometer, Virtual Prototyping. 1. Introduction

Abstract. Keywords: Multi Touch, Collaboration, Gestures, Accelerometer, Virtual Prototyping. 1. Introduction Creating a Collaborative Multi Touch Computer Aided Design Program Cole Anagnost, Thomas Niedzielski, Desirée Velázquez, Prasad Ramanahally, Stephen Gilbert Iowa State University { someguy tomn deveri

More information

Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine)

Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine) Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine) Presentation Working in a virtual world Interaction principles Interaction examples Why VR in the First Place? Direct perception

More information

Double-side Multi-touch Input for Mobile Devices

Double-side Multi-touch Input for Mobile Devices Double-side Multi-touch Input for Mobile Devices Double side multi-touch input enables more possible manipulation methods. Erh-li (Early) Shen Jane Yung-jen Hsu National Taiwan University National Taiwan

More information

CS 315 Intro to Human Computer Interaction (HCI)

CS 315 Intro to Human Computer Interaction (HCI) CS 315 Intro to Human Computer Interaction (HCI) Direct Manipulation Examples Drive a car If you want to turn left, what do you do? What type of feedback do you get? How does this help? Think about turning

More information

MULTI-LAYERED HYBRID ARCHITECTURE TO SOLVE COMPLEX TASKS OF AN AUTONOMOUS MOBILE ROBOT

MULTI-LAYERED HYBRID ARCHITECTURE TO SOLVE COMPLEX TASKS OF AN AUTONOMOUS MOBILE ROBOT MULTI-LAYERED HYBRID ARCHITECTURE TO SOLVE COMPLEX TASKS OF AN AUTONOMOUS MOBILE ROBOT F. TIECHE, C. FACCHINETTI and H. HUGLI Institute of Microtechnology, University of Neuchâtel, Rue de Tivoli 28, CH-2003

More information

User Interface Software Projects

User Interface Software Projects User Interface Software Projects Assoc. Professor Donald J. Patterson INF 134 Winter 2012 The author of this work license copyright to it according to the Creative Commons Attribution-Noncommercial-Share

More information

- applications on same or different network node of the workstation - portability of application software - multiple displays - open architecture

- applications on same or different network node of the workstation - portability of application software - multiple displays - open architecture 12 Window Systems - A window system manages a computer screen. - Divides the screen into overlapping regions. - Each region displays output from a particular application. X window system is widely used

More information

2.0 Discussion: 2.1 Approach:

2.0 Discussion: 2.1 Approach: 2.0 Discussion: 2.1 Approach: The design for a Power Monitor and Data Logging System is comprised of two major components: the Power Meter and the Data Logger. The Power Meter is the package that plugs

More information

The Cricket Indoor Location System

The Cricket Indoor Location System The Cricket Indoor Location System Hari Balakrishnan Cricket Project MIT Computer Science and Artificial Intelligence Lab http://nms.csail.mit.edu/~hari http://cricket.csail.mit.edu Joint work with Bodhi

More information

The Science In Computer Science

The Science In Computer Science Editor s Introduction Ubiquity Symposium The Science In Computer Science The Computing Sciences and STEM Education by Paul S. Rosenbloom In this latest installment of The Science in Computer Science, Prof.

More information

High Performance Computing Systems and Scalable Networks for. Information Technology. Joint White Paper from the

High Performance Computing Systems and Scalable Networks for. Information Technology. Joint White Paper from the High Performance Computing Systems and Scalable Networks for Information Technology Joint White Paper from the Department of Computer Science and the Department of Electrical and Computer Engineering With

More information

A Study on the Navigation System for User s Effective Spatial Cognition

A Study on the Navigation System for User s Effective Spatial Cognition A Study on the Navigation System for User s Effective Spatial Cognition - With Emphasis on development and evaluation of the 3D Panoramic Navigation System- Seung-Hyun Han*, Chang-Young Lim** *Depart of

More information

3D and Sequential Representations of Spatial Relationships among Photos

3D and Sequential Representations of Spatial Relationships among Photos 3D and Sequential Representations of Spatial Relationships among Photos Mahoro Anabuki Canon Development Americas, Inc. E15-349, 20 Ames Street Cambridge, MA 02139 USA mahoro@media.mit.edu Hiroshi Ishii

More information

SPACES FOR CREATING CONTEXT & AWARENESS - DESIGNING A COLLABORATIVE VIRTUAL WORK SPACE FOR (LANDSCAPE) ARCHITECTS

SPACES FOR CREATING CONTEXT & AWARENESS - DESIGNING A COLLABORATIVE VIRTUAL WORK SPACE FOR (LANDSCAPE) ARCHITECTS SPACES FOR CREATING CONTEXT & AWARENESS - DESIGNING A COLLABORATIVE VIRTUAL WORK SPACE FOR (LANDSCAPE) ARCHITECTS Ina Wagner, Monika Buscher*, Preben Mogensen, Dan Shapiro* University of Technology, Vienna,

More information

EnhancedTable: An Augmented Table System for Supporting Face-to-Face Meeting in Ubiquitous Environment

EnhancedTable: An Augmented Table System for Supporting Face-to-Face Meeting in Ubiquitous Environment EnhancedTable: An Augmented Table System for Supporting Face-to-Face Meeting in Ubiquitous Environment Hideki Koike 1, Shinichiro Nagashima 1, Yasuto Nakanishi 2, and Yoichi Sato 3 1 Graduate School of

More information

ScrollPad: Tangible Scrolling With Mobile Devices

ScrollPad: Tangible Scrolling With Mobile Devices ScrollPad: Tangible Scrolling With Mobile Devices Daniel Fällman a, Andreas Lund b, Mikael Wiberg b a Interactive Institute, Tools for Creativity Studio, Tvistev. 47, SE-90719, Umeå, Sweden b Interaction

More information

Lunarship Software. Phototheca Overview. November 2017

Lunarship Software. Phototheca Overview. November 2017 Lunarship Software Phototheca Overview November 2017 Table of Contents Product Overview... 2 Struggles of a photograph studio manager... 2 Phototheca provides solution... 2 Features... 3 1. Import Photos

More information

LENSLESS IMAGING BY COMPRESSIVE SENSING

LENSLESS IMAGING BY COMPRESSIVE SENSING LENSLESS IMAGING BY COMPRESSIVE SENSING Gang Huang, Hong Jiang, Kim Matthews and Paul Wilford Bell Labs, Alcatel-Lucent, Murray Hill, NJ 07974 ABSTRACT In this paper, we propose a lensless compressive

More information

AVL X-ion. Adapts. Acquires. Inspires.

AVL X-ion. Adapts. Acquires. Inspires. AVL X-ion Adapts. Acquires. Inspires. THE CHALLENGE Facing ever more stringent emissions targets, the quest for an efficient and affordable powertrain leads invariably through complexity. On the one hand,

More information

Distributed Vision System: A Perceptual Information Infrastructure for Robot Navigation

Distributed Vision System: A Perceptual Information Infrastructure for Robot Navigation Distributed Vision System: A Perceptual Information Infrastructure for Robot Navigation Hiroshi Ishiguro Department of Information Science, Kyoto University Sakyo-ku, Kyoto 606-01, Japan E-mail: ishiguro@kuis.kyoto-u.ac.jp

More information

Transporters: Vision & Touch Transitive Widgets for Capacitive Screens

Transporters: Vision & Touch Transitive Widgets for Capacitive Screens Transporters: Vision & Touch Transitive Widgets for Capacitive Screens Florian Heller heller@cs.rwth-aachen.de Simon Voelker voelker@cs.rwth-aachen.de Chat Wacharamanotham chat@cs.rwth-aachen.de Jan Borchers

More information

Putting It All Together: Computer Architecture and the Digital Camera

Putting It All Together: Computer Architecture and the Digital Camera 461 Putting It All Together: Computer Architecture and the Digital Camera This book covers many topics in circuit analysis and design, so it is only natural to wonder how they all fit together and how

More information

Chapter 2 Understanding and Conceptualizing Interaction. Anna Loparev Intro HCI University of Rochester 01/29/2013. Problem space

Chapter 2 Understanding and Conceptualizing Interaction. Anna Loparev Intro HCI University of Rochester 01/29/2013. Problem space Chapter 2 Understanding and Conceptualizing Interaction Anna Loparev Intro HCI University of Rochester 01/29/2013 1 Problem space Concepts and facts relevant to the problem Users Current UX Technology

More information

Getting started with AutoCAD mobile app. Take the power of AutoCAD wherever you go

Getting started with AutoCAD mobile app. Take the power of AutoCAD wherever you go Getting started with AutoCAD mobile app Take the power of AutoCAD wherever you go Getting started with AutoCAD mobile app Take the power of AutoCAD wherever you go i How to navigate this book Swipe the

More information

Advanced User Interfaces: Topics in Human-Computer Interaction

Advanced User Interfaces: Topics in Human-Computer Interaction Computer Science 425 Advanced User Interfaces: Topics in Human-Computer Interaction Week 04: Disappearing Computers 90s-00s of Human-Computer Interaction Research Prof. Roel Vertegaal, PhD Week 8: Plan

More information

CHAPTER 1. INTRODUCTION 16

CHAPTER 1. INTRODUCTION 16 1 Introduction The author s original intention, a couple of years ago, was to develop a kind of an intuitive, dataglove-based interface for Computer-Aided Design (CAD) applications. The idea was to interact

More information

NEES CYBERINFRASTRUCTURE: A FOUNDATION FOR INNOVATIVE RESEARCH AND EDUCATION

NEES CYBERINFRASTRUCTURE: A FOUNDATION FOR INNOVATIVE RESEARCH AND EDUCATION NEES CYBERINFRASTRUCTURE: A FOUNDATION FOR INNOVATIVE RESEARCH AND EDUCATION R. Eigenmann 1, T. Hacker 2 and E. Rathje 3 ABSTRACT This paper provides an overview of the vision and ongoing developments

More information

Designing Semantic Virtual Reality Applications

Designing Semantic Virtual Reality Applications Designing Semantic Virtual Reality Applications F. Kleinermann, O. De Troyer, H. Mansouri, R. Romero, B. Pellens, W. Bille WISE Research group, Vrije Universiteit Brussel, Pleinlaan 2, 1050 Brussels, Belgium

More information

INTRODUCTION. Welcome to Subtext the first community in the pages of your books.

INTRODUCTION. Welcome to Subtext the first community in the pages of your books. INTRODUCTION Welcome to Subtext the first community in the pages of your books. Subtext allows you to engage in conversations with friends and like-minded readers and access all types of author and expert

More information

Magic Touch A Simple. Object Location Tracking System Enabling the Development of. Physical-Virtual Artefacts in Office Environments

Magic Touch A Simple. Object Location Tracking System Enabling the Development of. Physical-Virtual Artefacts in Office Environments Magic Touch A Simple Object Location Tracking System Enabling the Development of Physical-Virtual Artefacts Thomas Pederson Department of Computing Science Umeå University Sweden http://www.cs.umu.se/~top

More information

Moving Game X to YOUR Location In this tutorial, you will remix Game X, making changes so it can be played in a location near you.

Moving Game X to YOUR Location In this tutorial, you will remix Game X, making changes so it can be played in a location near you. Moving Game X to YOUR Location In this tutorial, you will remix Game X, making changes so it can be played in a location near you. About Game X Game X is about agency and civic engagement in the context

More information

Ubiquitous Home Simulation Using Augmented Reality

Ubiquitous Home Simulation Using Augmented Reality Proceedings of the 2007 WSEAS International Conference on Computer Engineering and Applications, Gold Coast, Australia, January 17-19, 2007 112 Ubiquitous Home Simulation Using Augmented Reality JAE YEOL

More information

Enhancing Shipboard Maintenance with Augmented Reality

Enhancing Shipboard Maintenance with Augmented Reality Enhancing Shipboard Maintenance with Augmented Reality CACI Oxnard, CA Dennis Giannoni dgiannoni@caci.com (805) 288-6630 INFORMATION DEPLOYED. SOLUTIONS ADVANCED. MISSIONS ACCOMPLISHED. Agenda Virtual

More information

Collaborative Virtual Environments Based on Real Work Spaces

Collaborative Virtual Environments Based on Real Work Spaces Collaborative Virtual Environments Based on Real Work Spaces Luis A. Guerrero, César A. Collazos 1, José A. Pino, Sergio F. Ochoa, Felipe Aguilera Department of Computer Science, Universidad de Chile Blanco

More information

Introduction to Autodesk Inventor for F1 in Schools (Australian Version)

Introduction to Autodesk Inventor for F1 in Schools (Australian Version) Introduction to Autodesk Inventor for F1 in Schools (Australian Version) F1 in Schools race car In this course you will be introduced to Autodesk Inventor, which is the centerpiece of Autodesk s Digital

More information

Competition Manual. 11 th Annual Oregon Game Project Challenge

Competition Manual. 11 th Annual Oregon Game Project Challenge 2017-2018 Competition Manual 11 th Annual Oregon Game Project Challenge www.ogpc.info 2 We live in a very connected world. We can collaborate and communicate with people all across the planet in seconds

More information

Abstract. Keywords: virtual worlds; robots; robotics; standards; communication and interaction.

Abstract. Keywords: virtual worlds; robots; robotics; standards; communication and interaction. On the Creation of Standards for Interaction Between Robots and Virtual Worlds By Alex Juarez, Christoph Bartneck and Lou Feijs Eindhoven University of Technology Abstract Research on virtual worlds and

More information

Touch technologies for large-format applications

Touch technologies for large-format applications Touch technologies for large-format applications by Geoff Walker Geoff Walker is the Marketing Evangelist & Industry Guru at NextWindow, the leading supplier of optical touchscreens. Geoff is a recognized

More information

Table of Contents. Display + Touch + People = Interactive Experience. Displays. Touch Interfaces. Touch Technology. People. Examples.

Table of Contents. Display + Touch + People = Interactive Experience. Displays. Touch Interfaces. Touch Technology. People. Examples. Table of Contents Display + Touch + People = Interactive Experience 3 Displays 5 Touch Interfaces 7 Touch Technology 10 People 14 Examples 17 Summary 22 Additional Information 23 3 Display + Touch + People

More information

Tangible interaction : A new approach to customer participatory design

Tangible interaction : A new approach to customer participatory design Tangible interaction : A new approach to customer participatory design Focused on development of the Interactive Design Tool Jae-Hyung Byun*, Myung-Suk Kim** * Division of Design, Dong-A University, 1

More information

The best-in-class and most popular timing software!

The best-in-class and most popular timing software! The best-in-class and most popular timing software! Event Setup Registration Event timing Results processing Results distribution Championship management With MYLAPS Orbits 4 you can easily time your events

More information

A Guide to Virtual Reality for Social Good in the Classroom

A Guide to Virtual Reality for Social Good in the Classroom A Guide to Virtual Reality for Social Good in the Classroom Welcome to the future, or the beginning of a future where many things are possible. Virtual Reality (VR) is a new tool that is being researched

More information

Engr 1202 ECE. Clean Room Project

Engr 1202 ECE. Clean Room Project Engr 1202 ECE Clean Room Project Dilbert the engineer gets special recognition September 2005 2014 Version does not even have my name! AC vs. DC Circuits DC and AC devices in everyday life DC Devices

More information

AC : TECHNOLOGIES TO INTRODUCE EMBEDDED DESIGN EARLY IN ENGINEERING. Shekhar Sharad, National Instruments

AC : TECHNOLOGIES TO INTRODUCE EMBEDDED DESIGN EARLY IN ENGINEERING. Shekhar Sharad, National Instruments AC 2007-1697: TECHNOLOGIES TO INTRODUCE EMBEDDED DESIGN EARLY IN ENGINEERING Shekhar Sharad, National Instruments American Society for Engineering Education, 2007 Technologies to Introduce Embedded Design

More information

Fabrication of the kinect remote-controlled cars and planning of the motion interaction courses

Fabrication of the kinect remote-controlled cars and planning of the motion interaction courses Available online at www.sciencedirect.com ScienceDirect Procedia - Social and Behavioral Sciences 174 ( 2015 ) 3102 3107 INTE 2014 Fabrication of the kinect remote-controlled cars and planning of the motion

More information