WiiInteract: Designing Immersive and Interactive Application with a Wii Remote Controller
|
|
- Christian Walker
- 6 years ago
- Views:
Transcription
1 WiiInteract: Designing Immersive and Interactive Application with a Wii Remote Controller Jee Yeon Hwang and Ellen Yi-Luen Do Georgia Institute of Technology Atlanta, GA 30308, USA {jyhwang, ellendo}@gatech.edu ABSTRACT We designed and implemented WiiInteract to provide a tangible interface that links digital interactivities directly to children s real life experiences. WiiInteract consists of four interactive applications that support playful and tangible interactions for children. WiiInteract utilize physical manipulations and movements of digital data through a sensing device, the Nintendo Wii Remote Controller. WiiInteract has immersive interactions in the natural environment and aims to offer a potential creative play environment through tangible interaction. In this paper, we report the design and implementation of WiiInteract applications and conclude with discussion and future work. Author Keywords Tangible interaction for children, Wii Remote Controller, immersive interaction processes. ACM Classification Keywords D.2.2 [Design Tools and Techniques]: User interfaces; H.5.2 [User Interfaces]: Input devices and strategies, Interaction styles, Screen design, Style guides. INTRODUCTION The tangible user interface (TUI) has emerged as a powerful method through which to embed digital elements in the real world. We have a recent trend that applies TUI applications to playful learning systems for children to join the physical and digital worlds [13]. In order to facilitate realistic interaction, WiiInteract connects physical movements and screen-based digital information with applying a design approach for TUIs. The design process of WiiInteract involves considering how to motivate children so that they will interact and engage with the tangibility as interactive artists do with their artwork [1]. The existing tangible interfaces, like I/O Brush [10], StoryMat, a soft storytelling interface [11], and the Tabletop interface [9] are creative examples of tangible interfaces, but they require extra interaction techniques and devices, such as sensors, 15th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games, July 28-31, Galt House Hotel, Louisville, Kentucky, USA. cameras, and LEDs. WiiInteract, on the other hand, needs only a Wii Remote Controller (Wii Remote), which integrates novel interaction techniques and motion sensing capabilities into a tangible remote control device. Thus, WiiInteract enables children to achieve embodied interactions with its wireless and sensing technology. With its applications and flexible interaction methods, WiiInteract can offer expressive and non-competitive interactions. The educational technology for children has been constrained by two-dimensional exploration [8]. To improve screen-based interactions, WiiInteract utilizes its three-dimensional physical controls and playful applications, which model the natural environment. RELATED WORK There are two categories of related works based on system components: Tangible interfaces using the Wii Remote, and other technical devices. The Pinocchio project builds a system to enable children to experience and learn classical music by conducting a virtual orchestra with a Wii Remote [2]. WiiArt project is primarily for artistic and expressive interactions. It includes prototype applications, such as Illumination (drawiing), Beneath (Waldo), Time Ripples, and WiiBand, to compose both images and sounds for art experiences [7]. One of the non-wii interfaces is StoryMat, a tangible interface covered with soft quilt. The software in the mat works with an ultrasonic transmitter embedded in a small stuffed animal. The StoryMat mediates a conversation between children plays the role of a playmate by responding to the child s story with a similar story [11]. Another example is I/O Brush, which contains a video camera, lights, and touch sensors. The I/O Brush is a design and development tool that allows users to create visual art with elements extracted directly from their personal objects and their immediate environment [10]. In comparison to these interfaces, WiiInteract uses one simple controller to manage multimedia options and enables children to experience diverse connected activities rather than working with one constrained feature. WIIINTERACT: APPLICATIONS FOR A TANGIBLE INTERFACE Interaction Control with a Wii Remote Controller The Wii Remote contains an accelerometer, infrared camera, and built-in 4-point tracking blob, all of which support motion-sensing technology. After connecting the Wii Remote
2 to the computer via Bluetooth wireless communication, the user can start interacting by launching WiinRemote, an existing program that uses the controller on the computer. The program provides cursor options and a button-assigned window. Each application s inputs or the user s movements were assigned to the Wii Remote s buttons (up/down/left/ right, +/-, A/B, etc.) and the motion parameters through the Wii Remote. WiiInteract uses a motion sensor instead of an infrared (IR) sensor for its cursor movement and smooth navigation in its Flash-based applications. Flash and Action Scripts were used in the design of WiiInteract s visual interface and its immersive applications. The Glove Programmable Input Emulator (GlovePIE) Script, which initially was developed for Virtual Reality Gloves, is another development option to control the remote controller. However, WiiInteract focuses on Flash and Action Script components to keep the applications easy-to-execute in any case or environment. For example, users can make interactive waves from LakeForest with light tapping motions, and they can easily make constellation patterns in StarLight with simple drag-and-drop motions. Further, they can feel the different aspects of Earth instantly when they select one of the view options from GlobalSteps. According to the previous observations on Wii tennis game plays of 14 researchers for 3 days, Wii Remote is an effective modality to support immersive and playful interactions. Wii Remote enables users to control screenbased interface with dynamic motions like waving their arms in similar to their real-life actions. Thus, when playing the game, some of the researchers said that their body movements such as serve and backhand stroke lead them to have more playful and interactive experiences. WiiInteract also utilizes the motion sensing methods and interaction options of the Wii Remote, but the difference is, beyond the typical Wii games, WiiInteract provides tangible interaction for children to explore immersive experiences of play in the real world. In this way, WiiInteract provides tangible interactions, not for the augmented virtual environment but for the augmented real environment. maps on the right that the children can select to see displayed on the globe. Users can zoom into specific area when pushing the Wii Remote Controller s + button, and Figure 1. GlobalSteps enable users to explore various aspects of earth using its interactive globe. manages exploration speed by moving the controller horizontally such as a page flipping motion. In addition to the unique features on manipulating size or speed, GlobalSteps has segmented multiple views that connect to the organized map, Google Earth, to improve its interaction and navigation. It can be enhanced to a mixed reality tour game by manipulating some parts of its visual data representation to zoom in on some aspects of the Earth. This "mixed reality tour" can give children the opportunity to tour the place around the world where they have never visited with zero carbon footprint. WIIINTERACT INTERACTIVE APPLICATIONS WiiInteract gives pre-defined menu options and enables children to set their preferences and change interaction types. WiiInteract consists of four interactive applications to support its tangible interaction: GlobalSteps, StarLight, LakeForest, and TravelWorld. GlobalSteps Children can learn various aspects of earth with GlobalSteps. There are four options to view and rotate the threedimensional globe. Playing with GlobalSteps will help children grasp the concepts of environmental pollution, energy consumption, and explore aspects around the globe. The application also includes additional objects, such as asteroids and stars that change their colors according to children s mood or interacting status [5]. Figure 1 shows the display of an ever evolving globe and the various status Figure 2. StarLight users can match stars to the constellation picture or create new ones. StarLight StarLight encourages the study of constellations by children with direct mapping of stars to the constellation picture and also enables them to create new ones using the flexible controller s movement. Being able to change the connecting network diagram of stars and to make their own constellations can help them reflect and understand the
3 constellations. This constellation-making procedure would be useful for other applications that a diagram structure may be useful. For example, computational thinking tools, such as a tangible state machine game, Escape Machine [12], and a science game of DNA sequences can also use this constellation creation structure. In addition, iterative steps in constellation creation can enable users to engage in interactive learning and storytelling based on the mythology of the constellations. In this manner, StarLight has the potential to visualize the children s symbolic perception, expression, and imagination. TravelWorld TravelWorld is a dynamic word and picture matching game. When children select and drag the message box with while holding the Wii Remote s B (Backside) button, they can rotate, shuffle, or move it in any direction. After reading the essential information from the message, the user looks and matches each picture with the message. If the graphical or textual information is insufficient, then the user can search for additional information from Wikipedia.com by following its link. TravelWorld is also applicable to a communicative and social interaction to share not only messages, ideas, and pictures, but also immersive physical activities. Further, TravelWorld can be enhanced to work for an interactive message center or a discussion room for design collaborations with its flexible message control options and gesture data representation. Figure 3. TravelWorld has interactive options for users to travel around the world and learn value-added geographical information. LakeForest LakeForest application is inspired by both the peaceful enjoyment and the playful acts of ripple making people often engage in lakeside scenery. On the lake surface, interactions with the Wii Remote are marked as traced images of wave and ripple movements. LakeForest displays realistic and natural images for the context of the play. Users can move the controller in a horizontal direction, such as smoothly moving the sunlight, touching the surface, and feeling the water flow. In addition, by tapping the lake s surface, the user can play with reflective ripples. This interaction may inspire and increase users participation on natural environment. The authors plan to combine sounds with LakeForest s actions to increase children s immersion and participation. The research project, Elysian Fields, shows that the combination of sound and action enables users to perceive of being physically located in the place and actually engaging in these activities. This sense of having a physical effect may also give participants a strong pleasure from creation [1]. Figure 4. LakeForest presents water waves and ripple movements reflecting the Wii Remote s motions and touches. FUTURE WORK WiiInteract offers selective interactions and navigations by obtaining inputs from the Wii Remote s buttons and motion sensors. This interface offers sophisticated motions, such as pitching, rotating, and rumbling to enable children to interact more actively with the virtual environments that simulate our natural environments. Future work of this project could enhance the sensory aspects of the system similar to what Johnny Chung Lee did for his Wiimote Projects. His work connected digital sensors to the real world objects are demonstrated in Wiimote DesktopVR, Whiteboard with IR pen, and Finger Tracking using the Wii Remote Controller [6]. Further extension of WiiInteract could augment the play interaction with a shape or an avatar to represent children s activities on screen in the virtual world, or display previous play interaction data (e.g., images of prior journey and explorations, travel logs, etc. from themselves or other children around the world) to motivate children to reflect and explore the various activities. Tangibility and the Child-User Benefits During the development process of WiiInteract, we were interested in about how the integration of the representation of natural environment with tangibility in application design can help and enhance children s interaction activities. For approaches of user studies, we drew from three particular methodologies that we would briefly describe here. The first method is surveying each participant about their experiences and feelings with detailed classifications of choice options, such as the 13 pleasure categories of play [1]. The framework of the pleasure categories was developed by
4 the six theorists, all of whom approach play and pleasure from different perspectives. According to Costello, B., and Edmonds, E., of A Study in Play, Pleasure, and Interaction Design [1], the framework can enable the interactive designers to focus more on the type of playful experiences that they want their work to elicit. Likewise, we can get feedback on what children feel and experience from the tangible applications and compare their responds to the first assumed results, like creation and fantasy, which were made during the design process. This process can bolster the weak points and find their unexpected positive effects. The second option is to conduct play testing of WiiInteract several times using different sizes of user groups. When they form a team, children can participate in interaction more cooperative and social ways. As shown in the paper, People, Places, and Play: Player Experience in a Socio- Spatial Context [3], the games frequently gives meaningful social interactions in the real and tangible world of gamer. Moreover, WiiInteract s applications provide more educational and pragmatic experiences. The group activity is, therefore, effective to obtain social and empirical evidence to support the assumed benefits of tangibility. Lastly, asking caregivers (i.e., parents and teachers) may be an efficient way to assess benefits of tangibles for children. We can also provide a questionnaire using pictures, short sentences, and diary options to let children express their opinions comfortably and conveniently. CONCLUSION In this paper, we present WiiInteract, a tangible interface with four applications that provide immersive, expressive, and creative experiences with the Wii Remote. Believing that engaging in well-designed game enhances the user s social and other abilities in real life [3], WiiInteract focuses on offering children educational and playful benefits through its interconnection between physical controls and the realistic natural environment. Studies of playful behavior report that the player switch back and forth between the explorative goal, What can this object do and the playful goal What can I do with this object [1]. The user also becomes easily bored if they cannot find new features or possibilities to play with. Thus, in support of tangible interface that provides responsive and interactively changing environment, WiiInteract seeks to find a balance between those goals while providing customizable and renewable content with its applications to support children s preferences and frequent activities. WiiInteract encourages children to the design of interactive applications to explore the potential of the Wii Remote for playful learning and interaction. In this way, it focuses on helping children become more active with their bodily actions and specific controls of playful applications such as the modeling and visualizing of the natural environment. The design ideas and applications of WiiInteract offer a new approach to the tangible interface using the Wii Remote. Exploring a variety of application properties, this design pattern may provide interesting properties and insights that may benefit design and implementations of future tangible interfaces. REFERENCES 1. Brigid Costello, B., and Edmonds, E. A study in play, pleasure and interaction design. Proc. conf. on Designing Pleasurable Products and Interfaces, DPPI 2007, ACM Press (2007), Bruegge, B., Teschner, C., Lachenmaier, P., Renzl, El, Schmidt, D., and Bierbaum, S., Pinocchio: conducting a virtual symphony orchestra. Proc. ACE 2007, ACM Press (2007), De Kort, Y.A.W., and Ijsselsteijn, W.A. People, places, and play: player experience in a socio-spatial context. Proc. Computers in Entertainment (CIE), ACM Press (2008), Article No Florida, R. The Rise of the Creative Class: And How It s Transforming Work, Leisure, Community and Everyday Life. Basic Books, New York, Fullerton, T., Chen, J., Santiago, K., Nelson, E., Diamante, V., Meyers, A., Song, G., and DeWeese, J. That Cloud Game: Dreaming (and Doing) Innovative Game Design. Proc. SIGGRAPH 2006, ACM Press (2006), Johnny Chung Lee's Wiimote Projects Including Wiimote DesktopVR, Whiteboard, and Finger Tracking Lee, H., Kim, H., Gupta G., and Mazalek, A. WiiArts: Creating collaborative art experience with WiiRemote interaction. Proc. Tangible and Embedded Interaction (TEI) 2008, ACM Press (2007), Revelle, G., Zuckerman, O., Druin, A., and Bolas, M. Tangible user interfaces for children. Proc. of ACM CHI 2005, ACM Press (2005), Rick, J., Harris, A., Marshall, P., Fleck, R., Yuill, N. and Rogers, Y. Children designing together on a multi-touch tabletop: An analysis of spatial orientation and user interactions. Proc. Interaction Design and Children (IDC), ACM Press (2009), Ryokai, K., Marti, S., and Ishii, H. Designing the World as Your Palette. Proc. CHI 2005, ACM Press (2005), Ryokai, K., and Cassell, J., Computer Support for Children's Collaborative Fantasy Play and Storytelling. Proc. Computer Supported Collaborative Learning (CSCL), ACM Press (1999), Weller, M.P., Do, E.Y.-L., and Gross, M.D. Escape Machine: teaching computational thinking with a tangible state machine game. Proc. Interaction Design and Children (IDC), ACM Press (2008), Xie, L., Antle, A. N., and Motamedi, N. Are tangibles more fun? Comparing children's enjoyment and engagement using physical, graphical and tangible user
5 interfaces. Proc. Tangible and Embedded Interaction (TEI) 2008, ACM Press, (2008),
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 informationPhonePaint: 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 informationBeyond 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 informationTHE WII REMOTE AS AN INPUT DEVICE FOR 3D INTERACTION IN IMMERSIVE HEAD-MOUNTED DISPLAY VIRTUAL REALITY
IADIS International Conference Gaming 2008 THE WII REMOTE AS AN INPUT DEVICE FOR 3D INTERACTION IN IMMERSIVE HEAD-MOUNTED DISPLAY VIRTUAL REALITY Yang-Wai Chow School of Computer Science and Software Engineering
More informationSocial 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 informationThe 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 informationPaint with Your Voice: An Interactive, Sonic Installation
Paint with Your Voice: An Interactive, Sonic Installation Benjamin Böhm 1 benboehm86@gmail.com Julian Hermann 1 julian.hermann@img.fh-mainz.de Tim Rizzo 1 tim.rizzo@img.fh-mainz.de Anja Stöffler 1 anja.stoeffler@img.fh-mainz.de
More informationIndividual Test Item Specifications
Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the
More informationPinch-the-Sky Dome: Freehand Multi-Point Interactions with Immersive Omni-Directional Data
Pinch-the-Sky Dome: Freehand Multi-Point Interactions with Immersive Omni-Directional Data Hrvoje Benko Microsoft Research One Microsoft Way Redmond, WA 98052 USA benko@microsoft.com Andrew D. Wilson Microsoft
More informationInteractive Multimedia Contents in the IllusionHole
Interactive Multimedia Contents in the IllusionHole Tokuo Yamaguchi, Kazuhiro Asai, Yoshifumi Kitamura, and Fumio Kishino Graduate School of Information Science and Technology, Osaka University, 2-1 Yamada-oka,
More informationLCC 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 informationAn Introduction to ScratchJr
An Introduction to ScratchJr In recent years there has been a pro liferation of educational apps and games, full of flashy graphics and engaging music, for young children. But many of these educational
More informationWiimote as an input device in Google Earth visualization and navigation: a user study comparing two alternatives
Wiimote as an input device in Google Earth visualization and navigation: a user study comparing two alternatives Beatriz Sousa Santos (1,2), Bruno Prada (1), Hugo Ribeiro (1), Paulo Dias (1,2), Samuel
More informationTangible Video Bubbles
Tangible Video Bubbles Kimiko Ryokai School of Information Berkeley Center for New Media University of California Berkeley Berkeley, CA 94720 USA kimiko@ischool.berkeley.edu Hayes Raffle Nokia Research
More informationVirtual Reality Calendar Tour Guide
Technical Disclosure Commons Defensive Publications Series October 02, 2017 Virtual Reality Calendar Tour Guide Walter Ianneo Follow this and additional works at: http://www.tdcommons.org/dpubs_series
More informationReal-time AR Edutainment System Using Sensor Based Motion Recognition
, pp. 271-278 http://dx.doi.org/10.14257/ijseia.2016.10.1.26 Real-time AR Edutainment System Using Sensor Based Motion Recognition Sungdae Hong 1, Hyunyi Jung 2 and Sanghyun Seo 3,* 1 Dept. of Film and
More informationFeelable User Interfaces: An Exploration of Non-Visual Tangible User Interfaces
Feelable User Interfaces: An Exploration of Non-Visual Tangible User Interfaces Katrin Wolf Telekom Innovation Laboratories TU Berlin, Germany katrin.wolf@acm.org Peter Bennett Interaction and Graphics
More informationAugmented Home. Integrating a Virtual World Game in a Physical Environment. Serge Offermans and Jun Hu
Augmented Home Integrating a Virtual World Game in a Physical Environment Serge Offermans and Jun Hu Eindhoven University of Technology Department of Industrial Design The Netherlands {s.a.m.offermans,j.hu}@tue.nl
More informationGeo-Located Content in Virtual and Augmented Reality
Technical Disclosure Commons Defensive Publications Series October 02, 2017 Geo-Located Content in Virtual and Augmented Reality Thomas Anglaret Follow this and additional works at: http://www.tdcommons.org/dpubs_series
More informationBoard Game Pecha Kucha: Blokus 3D + Bendominoes Jr.
Board Game Pecha Kucha: Blokus 3D + Bendominoes Jr. Yan-Ling Chen Andrew Harbor Dustin Harris Chih-Pin Hsiao Nathan Weitzner Blokus 3D Game Dynamics Turn-based strategy game Players lay blocks to match
More informationEffective 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 informationApplication of 3D Terrain Representation System for Highway Landscape Design
Application of 3D Terrain Representation System for Highway Landscape Design Koji Makanae Miyagi University, Japan Nashwan Dawood Teesside University, UK Abstract In recent years, mixed or/and augmented
More informationLearning Based Interface Modeling using Augmented Reality
Learning Based Interface Modeling using Augmented Reality Akshay Indalkar 1, Akshay Gunjal 2, Mihir Ashok Dalal 3, Nikhil Sharma 4 1 Student, Department of Computer Engineering, Smt. Kashibai Navale College
More informationA Multi-Touch Enabled Steering Wheel Exploring the Design Space
A Multi-Touch Enabled Steering Wheel Exploring the Design Space Max Pfeiffer Tanja Döring Pervasive Computing and User Pervasive Computing and User Interface Engineering Group Interface Engineering Group
More informationTaking an Ethnography of Bodily Experiences into Design analytical and methodological challenges
Taking an Ethnography of Bodily Experiences into Design analytical and methodological challenges Jakob Tholander Tove Jaensson MobileLife Centre MobileLife Centre Stockholm University Stockholm University
More informationTangible Sketching in 3D with Posey
Tangible Sketching in 3D with Posey Michael Philetus Weller CoDe Lab Carnegie Mellon University Pittsburgh, PA 15213 USA philetus@cmu.edu Mark D Gross COmputational DEsign Lab Carnegie Mellon University
More informationAR Tamagotchi : Animate Everything Around Us
AR Tamagotchi : Animate Everything Around Us Byung-Hwa Park i-lab, Pohang University of Science and Technology (POSTECH), Pohang, South Korea pbh0616@postech.ac.kr Se-Young Oh Dept. of Electrical Engineering,
More informationInteracting 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 informationNUI. 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 informationTouch 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 informationMEDIA AND INFORMATION
MEDIA AND INFORMATION MI Department of Media and Information College of Communication Arts and Sciences 101 Understanding Media and Information Fall, Spring, Summer. 3(3-0) SA: TC 100, TC 110, TC 101 Critique
More informationAdvancements in Gesture Recognition Technology
IOSR Journal of VLSI and Signal Processing (IOSR-JVSP) Volume 4, Issue 4, Ver. I (Jul-Aug. 2014), PP 01-07 e-issn: 2319 4200, p-issn No. : 2319 4197 Advancements in Gesture Recognition Technology 1 Poluka
More informationInput devices and interaction. Ruth Aylett
Input devices and interaction Ruth Aylett Contents Tracking What is available Devices Gloves, 6 DOF mouse, WiiMote Why is it important? Interaction is basic to VEs We defined them as interactive in real-time
More informationsynchrolight: 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 informationInteractive 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 informationShopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction
Shopping Together: A Remote Co-shopping System Utilizing Spatial Gesture Interaction Minghao Cai 1(B), Soh Masuko 2, and Jiro Tanaka 1 1 Waseda University, Kitakyushu, Japan mhcai@toki.waseda.jp, jiro@aoni.waseda.jp
More informationDepthTouch: Using Depth-Sensing Camera to Enable Freehand Interactions On and Above the Interactive Surface
DepthTouch: Using Depth-Sensing Camera to Enable Freehand Interactions On and Above the Interactive Surface Hrvoje Benko and Andrew D. Wilson Microsoft Research One Microsoft Way Redmond, WA 98052, USA
More informationpreface 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 informationCan the Success of Mobile Games Be Attributed to Following Mobile Game Heuristics?
Can the Success of Mobile Games Be Attributed to Following Mobile Game Heuristics? Reham Alhaidary (&) and Shatha Altammami King Saud University, Riyadh, Saudi Arabia reham.alhaidary@gmail.com, Shaltammami@ksu.edu.sa
More informationAnalysis of Engineering Students Needs for Gamification
Analysis of Engineering Students Needs for Gamification based on PLEX Model Kangwon National University, saviour@kangwon.ac.kr Abstract A gamification means a use of game mechanism for non-game application
More informationMidterm 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 informationUsing Hands and Feet to Navigate and Manipulate Spatial Data
Using Hands and Feet to Navigate and Manipulate Spatial Data Johannes Schöning Institute for Geoinformatics University of Münster Weseler Str. 253 48151 Münster, Germany j.schoening@uni-muenster.de Florian
More informationImmersive Real Acting Space with Gesture Tracking Sensors
, pp.1-6 http://dx.doi.org/10.14257/astl.2013.39.01 Immersive Real Acting Space with Gesture Tracking Sensors Yoon-Seok Choi 1, Soonchul Jung 2, Jin-Sung Choi 3, Bon-Ki Koo 4 and Won-Hyung Lee 1* 1,2,3,4
More informationMeet Cue. USER PROGRAMMABLE LEDS & BUTTONS Customizes your experience.
Starter Guide Meet Cue Cue is a clever and powerful robot that is full of personality. Four unique hero avatars allow you to choose the robot personality you prefer. Give Cue more advanced capabilities
More informationGaming Development Fundamentals
Gaming Development Fundamentals EXAM INFORMATION Items 27 Points 43 Prerequisites RECOMMENDED COMPUTER PROGRAMMING I DIGITAL MEDIA I Grade Level 9-12 Course Length DESCRIPTION This course is designed to
More informationThe 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, / X
The 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, 2012 10.5682/2066-026X-12-103 DEVELOPMENT OF A NATURAL USER INTERFACE FOR INTUITIVE PRESENTATIONS
More informationOrganic 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 informationDevelopment of a telepresence agent
Author: Chung-Chen Tsai, Yeh-Liang Hsu (2001-04-06); recommended: Yeh-Liang Hsu (2001-04-06); last updated: Yeh-Liang Hsu (2004-03-23). Note: This paper was first presented at. The revised paper was presented
More informationRUNNYMEDE COLLEGE & TECHTALENTS
RUNNYMEDE COLLEGE & TECHTALENTS Why teach Scratch? The first programming language as a tool for writing programs. The MIT Media Lab's amazing software for learning to program, Scratch is a visual, drag
More informationMECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES
INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL
More informationSpace Mouse - Hand movement and gesture recognition using Leap Motion Controller
International Journal of Scientific and Research Publications, Volume 7, Issue 12, December 2017 322 Space Mouse - Hand movement and gesture recognition using Leap Motion Controller Nifal M.N.M, Logine.T,
More informationieat: An Interactive Table for Restaurant Customers Experience Enhancement
ieat: An Interactive Table for Restaurant Customers Experience Enhancement George Margetis 1, Dimitris Grammenos 1, Xenophon Zabulis 1, and Constantine Stephanidis 1,2 1 Foundation for Research and Technology
More informationAugmented Reality Lecture notes 01 1
IntroductiontoAugmentedReality Lecture notes 01 1 Definition Augmented reality (AR) is a live, direct or indirect, view of a physical, real-world environment whose elements are augmented by computer-generated
More informationXdigit: An Arithmetic Kinect Game to Enhance Math Learning Experiences
Xdigit: An Arithmetic Kinect Game to Enhance Math Learning Experiences Elwin Lee, Xiyuan Liu, Xun Zhang Entertainment Technology Center Carnegie Mellon University Pittsburgh, PA 15219 {elwinl, xiyuanl,
More informationRethinking Prototyping for Audio Games: On Different Modalities in the Prototyping Process
http://dx.doi.org/10.14236/ewic/hci2017.18 Rethinking Prototyping for Audio Games: On Different Modalities in the Prototyping Process Michael Urbanek and Florian Güldenpfennig Vienna University of Technology
More informationCSE 165: 3D User Interaction. Lecture #7: Input Devices Part 2
CSE 165: 3D User Interaction Lecture #7: Input Devices Part 2 2 Announcements Homework Assignment #2 Due tomorrow at 2pm Sony Move check out Homework discussion Monday at 6pm Input Devices CSE 165 -Winter
More informationUser 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 informationVIEW: Visual Interactive Effective Worlds Lorentz Center International Center for workshops in the Sciences June Dr.
Virtual Reality & Presence VIEW: Visual Interactive Effective Worlds Lorentz Center International Center for workshops in the Sciences 25-27 June 2007 Dr. Frederic Vexo Virtual Reality & Presence Outline:
More informationExtremes of Social Visualization in Art
Extremes of Social Visualization in Art Martin Wattenberg IBM Research 1 Rogers Street Cambridge MA 02142 USA mwatten@us.ibm.com Abstract Many interactive artworks function as miniature social environments.
More informationBoneshaker A Generic Framework for Building Physical Therapy Games
Boneshaker A Generic Framework for Building Physical Therapy Games Lieven Van Audenaeren e-media Lab, Groep T Leuven Lieven.VdA@groept.be Vero Vanden Abeele e-media Lab, Groep T/CUO Vero.Vanden.Abeele@groept.be
More informationDesigning Toys That Come Alive: Curious Robots for Creative Play
Designing Toys That Come Alive: Curious Robots for Creative Play Kathryn Merrick School of Information Technologies and Electrical Engineering University of New South Wales, Australian Defence Force Academy
More informationMultiuser Collaborative Exploration of Immersive Photorealistic Virtual Environments in Public Spaces
Multiuser Collaborative Exploration of Immersive Photorealistic Virtual Environments in Public Spaces Scott Robertson, Brian Jones, Tiffany O'Quinn, Peter Presti, Jeff Wilson, Maribeth Gandy Interactive
More informationHead-Movement Evaluation for First-Person Games
Head-Movement Evaluation for First-Person Games Paulo G. de Barros Computer Science Department Worcester Polytechnic Institute 100 Institute Road. Worcester, MA 01609 USA pgb@wpi.edu Robert W. Lindeman
More informationSPY ROBOT CONTROLLING THROUGH ZIGBEE USING MATLAB
SPY ROBOT CONTROLLING THROUGH ZIGBEE USING MATLAB MD.SHABEENA BEGUM, P.KOTESWARA RAO Assistant Professor, SRKIT, Enikepadu, Vijayawada ABSTRACT In today s world, in almost all sectors, most of the work
More informationPrimary Years Programme - Programme of Inquiry
Primary Years Programme - Programme of Inquiry nature of the ways in which we natural world and K 1 People are indedpendent in different ways. People are unique People can do things independently People
More informationBabak Ziraknejad Design Machine Group University of Washington. eframe! An Interactive Projected Family Wall Frame
Babak Ziraknejad Design Machine Group University of Washington eframe! An Interactive Projected Family Wall Frame Overview: Previous Projects Objective, Goals, and Motivation Introduction eframe Concept
More informationElementary School Curriculum
Elementary School Curriculum Chadwick International school is at the Candidate stage of becoming a recognized Primary Years Programme school. Chadwick International is using a self generated curriculum
More informationHCI Outlook: Tangible and Tabletop Interaction
HCI Outlook: Tangible and Tabletop Interaction multiple degree-of-freedom (DOF) input Morten Fjeld Associate Professor, Computer Science and Engineering Chalmers University of Technology Gothenburg University
More informationLocalized Space Display
Localized Space Display EE 267 Virtual Reality, Stanford University Vincent Chen & Jason Ginsberg {vschen, jasong2}@stanford.edu 1 Abstract Current virtual reality systems require expensive head-mounted
More informationEnvision original ideas and innovations for media artworks using personal experiences and/or the work of others.
Develop Develop Conceive Conceive Media Arts Anchor Standard 1: Generate and conceptualize artistic ideas and work. Enduring Understanding: Media arts ideas, works, and processes are shaped by the imagination,
More informationTable 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 informationUbiquitous 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 informationA Multimodal Locomotion User Interface for Immersive Geospatial Information Systems
F. Steinicke, G. Bruder, H. Frenz 289 A Multimodal Locomotion User Interface for Immersive Geospatial Information Systems Frank Steinicke 1, Gerd Bruder 1, Harald Frenz 2 1 Institute of Computer Science,
More informationGLOSSARY for National Core Arts: Media Arts STANDARDS
GLOSSARY for National Core Arts: Media Arts STANDARDS Attention Principle of directing perception through sensory and conceptual impact Balance Principle of the equitable and/or dynamic distribution of
More informationThe Application of Virtual Reality in Art Design: A New Approach CHEN Dalei 1, a
International Conference on Education Technology, Management and Humanities Science (ETMHS 2015) The Application of Virtual Reality in Art Design: A New Approach CHEN Dalei 1, a 1 School of Art, Henan
More informationCompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards
CompuScholar, Inc. Alignment to Utah Game Development Fundamentals Standards Utah Course Details: Course Title: Primary Career Cluster: Course Code(s): Standards Link: Game Development Fundamentals CTE
More informationCOLLABORATION WITH TANGIBLE AUGMENTED REALITY INTERFACES.
COLLABORATION WITH TANGIBLE AUGMENTED REALITY INTERFACES. Mark Billinghurst a, Hirokazu Kato b, Ivan Poupyrev c a Human Interface Technology Laboratory, University of Washington, Box 352-142, Seattle,
More informationINTELLIGENT GUIDANCE IN A VIRTUAL UNIVERSITY
INTELLIGENT GUIDANCE IN A VIRTUAL UNIVERSITY T. Panayiotopoulos,, N. Zacharis, S. Vosinakis Department of Computer Science, University of Piraeus, 80 Karaoli & Dimitriou str. 18534 Piraeus, Greece themisp@unipi.gr,
More informationThumbsUp: Integrated Command and Pointer Interactions for Mobile Outdoor Augmented Reality Systems
ThumbsUp: Integrated Command and Pointer Interactions for Mobile Outdoor Augmented Reality Systems Wayne Piekarski and Bruce H. Thomas Wearable Computer Laboratory School of Computer and Information Science
More informationMixed Reality technology applied research on railway sector
Mixed Reality technology applied research on railway sector Yong-Soo Song, Train Control Communication Lab, Korea Railroad Research Institute Uiwang si, Korea e-mail: adair@krri.re.kr Jong-Hyun Back, Train
More informationDevelopment and Evaluation of an Interactive Pen
Part IV _ Development and Evaluation of an Interactive Pen Froilan G. Destreza Batangas State University ARASOF-Nasugbu, Batangas, Philippines froilan@engineer.com Asia Pacific Journal of Multidisciplinary
More informationCS 247 Project 2. Part 1. Reflecting On Our Target Users. Jorge Cueto Edric Kyauk Dylan Moore Victoria Wee
1 CS 247 Project 2 Jorge Cueto Edric Kyauk Dylan Moore Victoria Wee Part 1 Reflecting On Our Target Users Our project presented our team with the task of redesigning the Snapchat interface for runners,
More informationExTouch: Spatially-aware embodied manipulation of actuated objects mediated by augmented reality
ExTouch: Spatially-aware embodied manipulation of actuated objects mediated by augmented reality The MIT Faculty has made this article openly available. Please share how this access benefits you. Your
More information3D User Interfaces. Using the Kinect and Beyond. John Murray. John Murray
Using the Kinect and Beyond // Center for Games and Playable Media // http://games.soe.ucsc.edu John Murray John Murray Expressive Title Here (Arial) Intelligence Studio Introduction to Interfaces User
More informationFINAL DESIGN REPORT. Dodge This! DODGERS: Cristobal Rivero Derek Fairbanks 4/21/2009
FINAL DESIGN REPORT Dodge This! DODGERS: Cristobal Rivero Derek Fairbanks 4/21/2009 Abstract: Our project is to develop an automatic dodge ball game. It consists of an infrared video camera, computer,
More informationVirtual Environment Interaction Based on Gesture Recognition and Hand Cursor
Virtual Environment Interaction Based on Gesture Recognition and Hand Cursor Chan-Su Lee Kwang-Man Oh Chan-Jong Park VR Center, ETRI 161 Kajong-Dong, Yusong-Gu Taejon, 305-350, KOREA +82-42-860-{5319,
More information3D Spatial Interaction with the Wii Remote for Head-Mounted Display Virtual Reality
D Spatial Interaction with the Wii Remote for Head-Mounted Display Virtual Reality Yang-Wai Chow Abstract This research investigates the design of a low-cost D spatial interaction approach using the Wii
More informationPHYSICS-BASED INTERACTIONS IN VIRTUAL REALITY MAX LAMMERS LEAD SENSE GLOVE
PHYSICS-BASED INTERACTIONS IN VIRTUAL REALITY MAX LAMMERS LEAD DEVELOPER @ SENSE GLOVE Current Interactions in VR Input Device Virtual Hand Model (VHM) Sense Glove Accuracy (per category) Optics based
More informationCompuScholar, Inc. Alignment to Utah Game Development Fundamentals 2 Standards
CompuScholar, Inc. Alignment to Utah Game Development Fundamentals 2 Standards Utah Course Details: Course Title: Primary Career Cluster: Course Code(s): Standards Link: Game Development Fundamentals 2
More information6Visionaut visualization technologies SIMPLE PROPOSAL 3D SCANNING
6Visionaut visualization technologies 3D SCANNING Visionaut visualization technologies7 3D VIRTUAL TOUR Navigate within our 3D models, it is an unique experience. They are not 360 panoramic tours. You
More informationDrumtastic: Haptic Guidance for Polyrhythmic Drumming Practice
Drumtastic: Haptic Guidance for Polyrhythmic Drumming Practice ABSTRACT W e present Drumtastic, an application where the user interacts with two Novint Falcon haptic devices to play virtual drums. The
More informationSKETCHING CPSC 544 FUNDAMENTALS IN DESIGNING INTERACTIVE COMPUTATION TECHNOLOGY FOR PEOPLE (HUMAN COMPUTER INTERACTION) WEEK 7 CLASS 13
SKETCHING CPSC 544 FUNDAMENTALS IN DESIGNING INTERACTIVE COMPUTATION TECHNOLOGY FOR PEOPLE (HUMAN COMPUTER INTERACTION) WEEK 7 CLASS 13 Joanna McGrenere and Leila Aflatoony Includes slides from Karon MacLean
More informationA TANGIBLE ENVIRONMENT FOR ANIMATIONS CREATIONS
A TANGIBLE ENVIRONMENT FOR ANIMATIONS CREATIONS ABSTRACT Storytelling is an essential activity in the life of children. By listening or sharing their stories and ideasthey give meaning to their world and
More informationStoryCube: Supporting Children s Storytelling with a Tangible Tool
StoryCube: Supporting Children s Storytelling with a Tangible Tool Abstract Storytelling is one of the effective methods used in education. Computer-aided storytelling allows children to create more free-form
More informationKissenger: A Kiss Messenger
Kissenger: A Kiss Messenger Adrian David Cheok adriancheok@gmail.com Jordan Tewell jordan.tewell.1@city.ac.uk Swetha S. Bobba swetha.bobba.1@city.ac.uk ABSTRACT In this paper, we present an interactive
More informationIMGD 3100 Novel Interfaces for Interactive Environments: Physical Input
IMGD 3100 Novel Interfaces for Interactive Environments: Physical Input Robert W. Lindeman Associate Professor Human Interaction in Virtual Environments (HIVE) Lab Department of Computer Science Worcester
More informationChapter 4 Summary Working with Dramatic Elements
Chapter 4 Summary Working with Dramatic Elements There are two basic elements to a successful game. These are the game formal elements (player, procedures, rules, etc) and the game dramatic elements. The
More informationVisual Arts What Every Child Should Know
3rd Grade The arts have always served as the distinctive vehicle for discovering who we are. Providing ways of thinking as disciplined as science or math and as disparate as philosophy or literature, the
More informationAdvanced 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 informationmixed reality & (tactile and) tangible interaction
mixed reality & (tactile and) Anastasia Bezerianos & Jean-Marc Vezien mixed reality & (tactile and) Jean-Marc Vezien & Anastasia Bezerianos Anastasia Bezerianos 1 about me Assistant prof in Paris-Sud and
More information