CIRCA:Interactivity and Touch

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(Tangible Bits - Ishii, H., & Ullmer, B.)
(Tangible Bits - Ishii, H., & Ullmer, B.)
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===metaDESK===
===metaDESK===
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This is about the metadesk
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The metaDESK attempts to "push the GUI back into the real world." The example provided in the paper is the activeLENS which is an LCD mounted on a moveable arm. When placed over specific portions of the metaDESK (which is a rear-projection display), the activeLENS provides a different view of the information such as a 3d view of the 2d map presented on the metaDESK.
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===transBOARD===
===transBOARD===
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This is about the metadesk
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Networked whiteboard where drawings may be stored in magnetic cards and reopened later or transmitted over the internet to remote locations.
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===ambientROOM===
===ambientROOM===

Revision as of 15:56, 15 March 2011

Contents

Haptic Displays

Wearable Haptic Display - Koo, I., Jung, K., Koo, J., Nam, J., Lee, Y., & Choi, H. R. (2006)

Koo, I., Jung, K., Koo, J., Nam, J., Lee, Y., & Choi, H. R. (2006). Wearable tactile display based on soft actuator. In Robotics and Automation, 2006. ICRA 2006. Proceedings 2006 IEEE International Conference on (pp. 2220 -2225)

This device is a small piece of plastic that may be worn on a finger. Each device is made up of a group of pads that expand when current is run through it. Since each pad is surrounded by a harder plastic material, the pad will bulge when expanded. By controlling the amount of current passed through the device, it is possible to create different haptic patterns such as braille.

The paper continues to describe the physical characteristics of the device and how it is manufactured.

With regards to pros and cons of the device, it is noted in the paper that it is cheap to produce, physically flexible, and easy to manufacture. Drawbacks mentioned by the paper mention a high power requirement. Furthermore, it is questionable whether or not the device would function well as a wearable device as pictured. One would assume that a user would have to brush their fingertip across the surface in order to "read" the display. If the device is being worn on the fingers this is not possible; Thus, the device must be able to simulate the feel of brushing over bumps by quickly raising and lowering each "pixel" in succession (akin to persistance of vision displays).

However, the paper mentions that the technology could be applied in a variety of situations such as: interfaces for household appliances, virtual reality, and automobile interfaces. It does not mention specifically how the device could be integrated into each of those applications.

Reference:

Koo, I., Jung, K., Koo, J., Nam, J., Lee, Y., & Choi, H. R. (2006). Wearable tactile display based on soft actuator. In Robotics and Automation, 2006. ICRA 2006. Proceedings 2006 IEEE International Conference on (pp. 2220 -2225).


Controllers

KAT II: Tactile Display Mouse - Gi-Hun Yang and Dong-Soo Kwon

Gi-Hun, Y., & Dong-Soo, K. (2008). KAT II: Tactile Display Mouse for Providing Tactile and Thermal Feedback. Advanced Robotics, 22(8), 851 - 865.

This mouse is an attempt at creating a device which facilitates experiments regarding temperature and vibrational/textural feedback. The mouse has two features that set it apart from commodity computer mice. First, the mouse provides to the user thermal information by either heating up or cooling down. Second, the mouse has a haptic strip embedded into the middle of the mouse that the user may feel using their fingers. Through a combination of both systems, the mouse is able to emulate different surfaces. For example, a glass surface would be presented as a surface that is cold and smooth whereas sand could be presented as rough and warm.

The paper claims that users were able to successfully differentiate materials using thermal properties alone. The experiment requested that participants pick a material from a list of materials based on thermal information only. Furthermore, a second study found that thermal properties affected the perception of vibro-tactile feedback. Based on this, they conclude that temperature does indeed affect how a user will perceive texture.

The paper does not claim that the mouse can accurately reproduce different textures through temperature and vibro-tactile feedback; Rather, the mouse is intended as a tool for further experimentation in creating realistic simulations of materials through texture and temperature.


Reference:

Gi-Hun, Y., & Dong-Soo, K. (2008). KAT II: Tactile Display Mouse for Providing Tactile and Thermal Feedback. Advanced Robotics, 22(8), 851 - 865.

Environments

Tangible Bits - Ishii, H., & Ullmer, B.

Theoretical relationship between metaDESK, transBOARD, and ambientROOM - Ishii, H., & Ullmer, B. (1997).
Examples of metaDESK, and transBOARD - Ishii, H., & Ullmer, B. (1997).

This project is a collection of individual projects related to interactivity, ergonomics, haptics, and data visualization. The collection takes the form of a room or office that is fully optimized "to bridge the gaps between both cyberspace and the physical environment, as well as the foreground and background of human activities". Tangible Bits is made up of three different categories of components: interactive surfaces, intelligent objects (tangible computing), and ambient information. The name of each of these components is: metaDESK, transBOARD, and ambientROOM.

metaDESK

The metaDESK attempts to "push the GUI back into the real world." The example provided in the paper is the activeLENS which is an LCD mounted on a moveable arm. When placed over specific portions of the metaDESK (which is a rear-projection display), the activeLENS provides a different view of the information such as a 3d view of the 2d map presented on the metaDESK.


transBOARD

Networked whiteboard where drawings may be stored in magnetic cards and reopened later or transmitted over the internet to remote locations.

ambientROOM

This is about the metadesk

Reference:

Ishii, H., & Ullmer, B. (1997). Tangible bits: towards seamless interfaces between people, bits and atoms. In Proceedings of the SIGCHI conference on Human factors in computing systems, CHI '97 (pp. 234–241). New York, NY, USA: ACM.

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