Tangible Bits Next Generation HCI

Slides:



Advertisements
Similar presentations
Chapter 11 Designing the User Interface
Advertisements

Graphical input techniques
Map of Human Computer Interaction
A Natural Interactive Game By Zak Wilson. Background This project was my second year group project at University and I have chosen it to present as it.
TANGIBLE INTERFACES: inFORM Elizabeth Chlipala. “As humans, we have evolved to interact physically with our environments, but in the 21st century, we're.
Graphical User Interface Design
Towards Tangible Enactive- Interfaces Peter Bennett Sile O’Modhrain
STANDARD AND DIRECT. At the end of this session students will: List the typical input devices Identify the types of input devices List their characteristics.
DESCRIBING INPUT DEVICES
Tangible User Interfaces (TUI’s). What are Tangible User Interfaces? Physical WorldDigital world TUI’s 2.
Embodied Interaction By Matthew Dunlap. Overview In this presentation I will explore Paul Dourish’s idea of Embodied Interaction, looking into its: –
Cognitive Issues in Virtual Reality Wickens, C.D., and Baker, P., Cognitive issues in virtual environments, in Virtual Environments and Advanced Interface.
Tangible Interactions and Augmented Reality Nirav Mehta Anne Marie Piper.
The Next Generation of Interactive Systems Prof. dr. Matthias Rauterberg Faculty of Industrial Design Technical University Eindhoven The Netherlands.
ICS 463, Intro to Human Computer Interaction Design: 9 “Theory”. Input and Output Dan Suthers.
Ubiquitous Computing The death of PC?. Ubiquitous Computing ubiquitous = Being or seeming to be everywhere at the same time; omnipresent. Mark Weiser,
Ubiquitous Computing Computers everywhere. Agenda Old future videos
Virtual Reality. What is virtual reality? a way to visualise, manipulate, and interact with a virtual environment visualise the computer generates visual,
1 Application Areas Lecture 17 Date: 6 th April. 2 Overview of Lecture Application areas: CSCW Ubiquitous Computing What is ubiquitous computing? Major.
Embodied Interaction By Matthew Dunlap Define Artifacts? Overview Next.
The Xerox “Star” A Retrospective By Bruno Nadeau & Luv Sharma.
MouseHaus Table: A Tangible User Interface for Urban Design Chen-Je Huang Design Machine Group.
CAD/CAM Design Process and the role of CAD. Design Process Engineering and manufacturing together form largest single economic activity of western civilization.
0 HCI Today Talk about HCI Success Stories Talk about HCI Success Stories Talk about Norman’s Paper Talk about Norman’s Paper Start talking about The human.
Smart Space & Oxygen CIS 640 Project By Usa Sammpun
Collaborative Spaces Presented by Jonathan Effrat David Tu.
User Interface Design Users should not have to adapt to a piece of software; the software should be designed to fit the user.
Monday, April 2, 2007 Multisensory & Multimedia Multisensory & Multimedia.
1© Brad Myers Brad Myers A/05-499A: Interaction Techniques Spring, 2014 Lecture 19: Physical Gadgets and their Interaction Techniques.
Computer-Based Animation. ● To animate something – to bring it to life ● Animation covers all changes that have visual effects – Positon (motion dynamic)
Physical vs Digital. Tangible Interfaces “Tangible interfaces give physical form to digital information, employing physical artefacts both as representations.
Human-Centred Interaction Design David Benyon Napier University.
1. Human – the end-user of a program – the others in the organization Computer – the machine the program runs on – often split between clients & servers.
Working With Images, Sound, and Video Mark Grabe.
CPSC 781 Ubiquitous Computing #include #define PORT /* The port number of the server */ main() { intmain_sock, new_sock, count; structsockaddr_in.
Electronic Visualization Laboratory, University of Illinois at Chicago PAVIS Pervasive Adaptive Visualization and Interaction Service Javid Alimohideen.
Copyright John Wiley & Sons, Inc. Chapter 3 – Interactive Technologies HCI: Developing Effective Organizational Information Systems Dov Te’eni Jane.
Touch-Enabled Interfaces
CGMB214: Introduction to Computer Graphics
Human-Computer Interaction - how to acquire design knowledge - Prof. dr. Matthias Rauterberg Faculty of Industrial Design Technical University Eindhoven.
What is an interface? How many different types of interfaces can you think of?
Fall UI Design and Implementation1 Lecture 20: HCI Research Topics.
Parallels in Tangible Interface & Web 2.0 Sharad Singh Solanki.
Block diagram of basic computer By Christabel 10QPL Central processing unit (CPU) Storage devices Output devices Input devices.
C H A P T E R T E N Event-Driven Programming Programming Languages – Principles and Paradigms by Allen Tucker, Robert Noonan.
Yingcai Xiao Game Development Interactive Animation.
Research Interests of Dr. Dennis J Bouvier Fall 2007.
Multimedia Concepts Unit A Bob Griffin Communicating with Multimedia IMD110 Ai New England.
Graphics. What is a Graphic ? A Graphic is an image or a picture e.g. Pictures can be either drawn or painted. Pixel - Stands for Picture Element.
Developing An Educational Rigid Body Dynamics Physics Engine By Neal Milstein.
User-System Interaction: from gesture to action Prof. dr. Matthias Rauterberg IPO - Center for User-System Interaction TU/e Eindhoven University of Technology.
KAMI KITT ASSISTIVE TECHNOLOGY Chapter 7 Human/ Assistive Technology Interface.
Mixed Reality: A Model of Mixed Interaction Céline Coutrix, Laurence Nigay User Interface Engineering Team CLIPS-IMAG Laboratory, University of Grenoble.
Win OS & Hardware. Input Getting data into the computer.
Tangible User Interface Giving physical forms to digital information, making bits directly manipulable with two hands Supporting multi-user collaboration.
HCI 입문 Graphics Korea University HCI System 2005 년 2 학기 김 창 헌.
© 2006 Pearson Education Chapter 1: Computer Systems.
Computer Components: Software Computer Technology.
Virtual Reality and Digital Characters: New Modalities for Human Computer Interaction G2V2 Talk September 5 th, 2003 Benjamin Lok.
Bottles : A Transparent Interface as a Tribute to Mark Weiser Hiroshi Ishii (MIT)
Copyright John Wiley & Sons, Inc. Chapter 3 – Interactive Technologies HCI: Developing Effective Organizational Information Systems Dov Te’eni Jane.
Ubiquitous, Domestic and Tangible Computing A new way of thinking Saul Greenberg University of Calgary CPSC
D5720 Research on Interactive and Ambient Media Lecture #2: Tangible Interaction 陳立杰、鄭穎懋.
MIT Artificial Intelligence Laboratory — Research Directions Intelligent Perceptual Interfaces Trevor Darrell Eric Grimson.
Interactive Animation
Who defines Tangible Interaction? An Encompassing View
Introduction UI designer stands for User Interface designer. UI designing is a type of process that is used for making interfaces in the software or the.
Human Computer Interaction
Map of Human Computer Interaction
Presentation transcript:

Tangible Bits Next Generation HCI April 23, 2006 CHI 2006 Workshop Montreal, Canada Hiroshi Ishii Tangible Media Group MIT Media Laboratory

What drives Design? • Technology Driven Design begin with an innovative technology, apply it in an application/field Need Driven Design identify an existing problem/set of problems, shape process around solving these problems • Concept / Vision Driven Design define a new concept, design artifacts which embody that concept, and test it

Defy Gravity (= Pixels) GUI TUI Visual Tactile General Special Purpose Purpose Remote Direct and Control Collaborative Manipulation

Abacus: Origin of Tangible Bits Hiroshi ISHII, born 2/4/56 Alisa ISHII, born 9/1/04

Painted Bits (GUI) and Tangible Bits (TUI) Graphical User Interface Intangible representation (pixels on a screen) + Generic input devices as “remote-controllers” Tangible User Interface Tangible representation as interactive control mechanism to manipulate the information and computation Continuity between physical and digital representation in design Xerox Star Urp running on the Sensetable

TUI Key Properties Computational coupling of tangible representations to underlying digital information and computation Embodiment of mechanisms for interactive control with tangible representations Perceptual coupling of tangible representations to dynamic intangible representations We live between two worlds: our physical environment and cyberspace. The absence of seamless couplings between these parallel existences leaves a great divide between physical world and HCI. Tangible Bits is a research effort aiming at seamless couplings of physicality and virtuality by changing "painted bits" into "tangible bits."

Models of GUI and TUI GUI TUI digital information output physical digital e.g. video projection of digital shadow e.g. building model Input/ control tangible representation intangible digital information remote control input output pixels sound physical digital intangible representation GUI TUI Computational coupling of tangible representations to underlying digital information and computation

TUI Contributions Double Interactions Loop – immediate tactile feedback Persistency of tangibles Coincidence of Input and Output Spaces Special Purpose vs. General Purpose Space-Multiplexed Input We live between two worlds: our physical environment and cyberspace. The absence of seamless couplings between these parallel existences leaves a great divide between physical world and HCI. Tangible Bits is a research effort aiming at seamless couplings of physicality and virtuality by changing "painted bits" into "tangible bits."

TUI’s Double Interaction Loops information / computation physical digital tangible representation = control intangible (video/audio feedback) sensing 2nd loop through digital computation display 1st loop with immediate tactile feedback GUI TUI

Seamless transitions of attention between Center and Periphery to grasp & manipulate bits in the center of user's focus by coupling bits with physical objects and surfaces, and to be aware of bits at the periphery using ambient display media such as light, sound, airflow, and water movement. This slide illustrates the framework of “center and periphery” of human perceptions. The ambientROOM was designed to achieve two goals: 1) to grasp & manipulate bits in the center of user's focus by coupling bits with physical objects and surfaces, and 2) to be aware of bits at the periphery using ambient display media such as light, sound, airflow, and water movement. We get information in two main ways. First, we get information from what we are focusing on, where our center of attention is directed. But at the same time, we also get information from ambient sources. We may have a sense of the weather outside from ambient cues such as light, temperature, sound, and air flow from the open windows. We may also have an idea of the activities of our colleagues from the ambient sound and the shadows of passers-by. Our brain is not only capable of processing this ambient information while maintaining a focus elsewhere, but will naturally shift such information to our foreground when our subconscious deems it important. By using ambient media, we can take advantage of our brain's abilities as both a parallel processor and an attention manager. Current HCI research is primary focusing on foreground activity and neglecting the background. We would like to support seamless transitions of the user's focus of attention between the periphery (background) and the center (foreground) of human awareness.

Invisible interface? extension of body - good fit customize personalize adapt co-evolve

Visible center of focus - goal of task Critical representation of task Ball has to be always visible in the foreground with a table as reference You need an interface (paddle) to control the ball

Visual Thinking Seeing Drawing Imagining Robert McKim “Thinking Visually”

Tangible Thinking Mechanical Representation of Knowledge