The Experts below are selected from a list of 4281 Experts worldwide ranked by ideXlab platform

Hiroshi Ishii - One of the best experts on this subject based on the ideXlab platform.

  • handsaw Tangible exploration of volumetric data by direct cut plane projection
    Human Factors in Computing Systems, 2008
    Co-Authors: Leonardo Bonanni, Jason Alonso, Neil Earnest Chao, Greg Vargas, Hiroshi Ishii
    Abstract:

    Tangible User Interfaces are well-suited to handling three-dimensional data sets by direct manipulation of real objects in space, but current Interfaces can make it difficult to look inside dense volumes of information. This paper presents the Handsaw, a system that detects a virtual cut-plane projected by an outstretched hand or laser-line directly on an object or space and reveals sectional data on an adjacent display. By leaving the hands free and using a remote display, these techniques can be shared between multiple Users and integrated into everyday practice. The Handsaw has been prototyped for scientific visualizations in medicine, engineering and urban design. User evaluations suggest that using a hand is more intuitive while projected light is more precise than keyboard and mouse control, and the Handsaw system has the potential to be used effectively by novices and in groups.

  • AR-Jig: A Handheld Tangible User Interface for Modification of 3D Digital Form via 2D Physical Curve
    2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality, 2007
    Co-Authors: Mahoro Anabuki, Hiroshi Ishii
    Abstract:

    We introduce AR-Jig, a new handheld Tangible User interface for 3D digital modeling in augmented reality (AR) space. AR-Jig has a pin array that displays a 2D physical curve coincident with a contour of a digitally displayed 3D form. It supports physical interaction with a portion of a 3D digital representation, allowing 3D forms to be directly touched and modified. Traditional Tangible User Interfaces physically embody all the data; in contrast, this project leaves the majority of the data in the digital domain but gives physicality to any portion of the larger digital dataset via a handheld tool. This Tangible intersection enables the flexible manipulation of digital artifacts, both physically and virtually. Through an informal test by end-Users and interviews with professionals, we confirmed the potential of the AR-Jig concept while identifying the improvements necessary to make AR-Jig a practical tool for 3D digital design.

  • token constraint systems for Tangible interaction with digital information
    ACM Transactions on Computer-Human Interaction, 2005
    Co-Authors: Brygg Ullmer, Hiroshi Ishii, Robert J K Jacob
    Abstract:

    We identify and present a major interaction approach for Tangible User Interfaces based upon systems of tokens and constraints. In these Interfaces, tokens are discrete physical objects which represent digital information. Constraints are confining regions that are mapped to digital operations. These are frequently embodied as structures that mechanically channel how tokens can be manipulated, often limiting their movement to a single degree of freedom. Placing and manipulating tokens within systems of constraints can be used to invoke and control a variety of computational interpretations.We discuss the properties of the token+constraint approach; consider strengths that distinguish them from other interface approaches; and illustrate the concept with eleven past and recent supporting systems. We present some of the conceptual background supporting these Interfaces, and consider them in terms of Bellotti et al.'s [2002] five questions for sensing-based interaction. We believe this discussion supports token+constraint systems as a powerful and promising approach for sensing-based interaction.

  • bringing clay and sand into digital design continuous Tangible User Interfaces
    Bt Technology Journal, 2004
    Co-Authors: Hiroshi Ishii, Carlo Ratti, Ben Piper, Yao Wang, Assaf Biderman, Eran Benjoseph
    Abstract:

    Tangible User Interfaces (TUIs) provide physical form to digital information and computation, facilitating the direct manipulation of bits. Our goal in TUI development is to empower collaboration, learning, and decision-making by using digital technology and at the same time taking advantage of human abilities to grasp and manipulate physical objects and materials. This paper presents a new generation of TUIs that enable dynamic sculpting and computational analysis using digitally augmented continuous physical materials. These new types of TUI, which we have termed ‘Continuous TUIs’, offer rapid form giving in combination with computational feedback. Two experimental systems and their applications in the domain of landscape architecture are discussed here, namely ‘Illuminating Clay’ and ‘SandScape’. Our results suggest that by exploiting the physical properties of continuous soft materials such as clay and sand, it is possible to bridge the division between physical and digital forms and potentially to revolutionise the current design process.

  • Sensetable: A Wireless Object Tracking Platform for Tangible User Interfaces
    Proceedings of the SIGCHI conference on Human factors in computing systems, 2001
    Co-Authors: James Patten, Jim Hines, Hiroshi Ishii, Gian Pangaro
    Abstract:

    In this paper we present a system that electromagnetically tracks the positions and orientations of multiple wireless objects on a tabletop display surface. The system offers two types of improvements over existing tracking approaches such as computer vision. First, the system tracks objects quickly and accurately without susceptibility to occlusion or changes in lighting conditions. Second, the tracked objects have state that can be modified by attaching physical dials and modifiers. The system can detect these changes in real-time.We present several new interaction techniques developed in the context of this system. Finally, we present two applications of the system: chemistry and system dynamics simulation.

Mary Lou Maher - One of the best experts on this subject based on the ideXlab platform.

  • Technological advancements in synchronous collaboration: The effect of 3D virtual worlds and Tangible User Interfaces on architectural design
    Automation in Construction, 2011
    Co-Authors: Mi Jeong Kim, Mary Lou Maher
    Abstract:

    This paper presents and evaluates two current advancements of collaborative technologies for architectural design. The paper focuses on technologies that support synchronous design collaboration, in particular, 3D virtual worlds for supporting remote design collaboration, and Tangible User Interfaces (TUIs) for enhancing co-located design collaboration. Both technologies enable designers to collaborate by interacting with 3D models as the design representations. The paper analyzes the effect of these technologies on design collaboration and cognition through a comprehensive interpretation of the results from two independent studies. These two studies, using protocol analysis and each focusing on a different mode of design collaboration, provide the foundation for characterizing the designers' cognition, communication and interaction when using the new technologies. The 3D virtual worlds study investigates remote design collaboration in a 3D virtual world in order to understand the changes of design behavior when designers are physically remote but virtually co-located as avatars within their design representation in the form of a 3D model. The TUI study measures the effect of a tabletop system that integrates TUIs together with augmented reality (AR) on designers' cognitive activities and design process in co-located design collaboration. Finally, the analysis and comparison of the results converge in a set of recommendations for the future development of collaborative design technologies.

  • The Impact of Tangible User Interfaces on Designers' Spatial Cognition
    Human-Computer Interaction, 2008
    Co-Authors: Mary Lou Maher
    Abstract:

    ABSTRACT Most studies on Tangible User Interfaces for the tabletop design systems are being undertaken from a technology viewpoint. Although there have been studies that focus on the development of new interactive environments employing Tangible User Interfaces for designers, there is a lack of evaluation with respect to designers' spatial cognition. In this research we study the effects of Tangible User Interfaces on designers' spatial cognition to provide empirical evidence for the anecdotal views of the effect of Tangible User Interfaces. To highlight the expected changes in spatial cognition while using Tangible User Interfaces, we compared designers using a Tangible User interface on a tabletop system with 3D blocks to designers using a graphical User interface on a desktop computer with a mouse and keyboard. The ways in which designers use the two different Interfaces for 3D design were examined using a protocol analysis method. The result reveals that designers using 3D blocks perceived more spatia...

  • The impact of Tangible User Interfaces on spatial cognition during collaborative design
    Design Studies, 2008
    Co-Authors: Mary Lou Maher
    Abstract:

    The use of Tangible User Interfaces in new design environments promises to facilitate the designers' interaction with the design model. In order to clarify the impact of Tangible User Interfaces we compare the design protocols of collaborative design sessions using a tabletop system and Tangible User interface (TUI) with a typical keyboard/mouse/display graphical User interface (GUI) to identify changes in designers' spatial cognition. We focussed on design collaboration because many tabletop systems are intended to support designers in communicating and developing a shared model of the design. The results reveal that the use of TUIs changed designers' spatial cognition, and that these changes affected the design process by increasing their ‘problem-finding’ behaviours leading to creative design.

Veronica Teichrieb - One of the best experts on this subject based on the ideXlab platform.

  • voxar puzzle an innovative hardware software computer vision game for children development
    2015 XVII Symposium on Virtual and Augmented Reality, 2015
    Co-Authors: Vinicius Emanuel Silva, Rafael Roberto, Caio Lins, Andre Luis Coelho Da Silva, Cristiano Araujo, Veronica Teichrieb
    Abstract:

    This paper exposes how we united computervision technology and Tangible User Interfaces to conceive aninnovative product targeting children audience. Voxar Puzzle isa digital game in which children have to choose a puzzle froma virtual library and assemble it by manipulating physicalblocks. Furthermore, the process used for the development ofthe game platform had innovation in mind. A Blue Oceanstrategy was used to define the functionalities and features ofthe game platform, comparing it with relevant competitors.The final result was a prototype with a professional interfacethat was validated with children from a local public school.

  • a dynamic blocks platform based on projective augmented reality and Tangible Interfaces for educational activities
    SBC Journal on Interactive Systems, 2014
    Co-Authors: Rafael Roberto, Daniel Freitas, Francisco Simoes, Veronica Teichrieb
    Abstract:

    This paper describes a dynamic blocks platform, called ARBlocks, which is based on projective augmented reality and Tangible User Interfaces aiming early childhood educational activities development. This tool was conceived specifically for children, applying design techniques to determinate the best shape, material and typography for young students. The content is displayed by projectors, which exhibit the required information only on the blocks surface using an automatic projector calibration technique. The blocks are tracked through a frame marker using the moving edges approach with multiple hypotheses to improve robustness. ARBlocks was evaluated from three different perspectives: computational, educational and User experience. Technical results show that the platform achieves a real time frame rate and an accurate projector calibration, as well as precisely displays information over the blocks. Additionally, in the educational evaluation the teachers interviewed asserted that the ARBlocks has a great potential and can be a very useful tool to be used in classrooms. Regarding the User experience, both teachers and children were excited in using this system continuously.

  • evaluating an educational system based on projective augmented reality
    Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação - SBIE), 2013
    Co-Authors: Manoela Milena Oliveira Da Silva, Rafael Roberto, Veronica Teichrieb
    Abstract:

    Augmented Reality has the potential to play an important role in education since it can help to motivate the students and foster the interaction between the content and the learners. In this work, we explore the potential of the ARBlocks, a dynamic blocks platform for educational activities using projective augmented reality and Tangible User Interfaces. A semi-experiment was carried out with two first grade groups in order to attest if the tool could help the development of their literacy skills. Three different metrics were used to evaluate it, being two quantitative and one qualitative. The evaluation indicated that the tool contributed to the student’s educational development and fostered their literacy progress. In addition, the teacher was very enthusiastic of its use.

  • a dynamic blocks platform based on projective augmented reality and Tangible Interfaces for educational activities
    2013 XV Symposium on Virtual and Augmented Reality, 2013
    Co-Authors: Rafael Roberto, Daniel Freitas, Francisco Simoes, Veronica Teichrieb
    Abstract:

    This paper describes a dynamic blocks platform, called ARBlocks, which is based on projective augmented reality and Tangible User Interfaces aiming early childhood educational activities development. This tool was conceived specifically for children, applying design techniques to determinate the best shape, material and typography for young students. The content is displayed by projectors, which exhibit the required information only on the blocks surface using an automatic projector calibration technique. The blocks are tracked through a frame marker using the moving edges approach with multiple hypotheses to improve robustness. ARBlocks was evaluated from three different perspectives: computational, educational and User experience. Technical results show that the platform achieves a real time frame rate and an accurate projector calibration, as well as precisely display information over the blocks. Additionally, in the educational evaluation the teachers interviewed asserted that the ARBlocks have a great potential and can be a very useful tool to be used in classrooms. Regarding the User experience, both teachers and children were excited in use this system continuously.

  • ARBlocks: A Concept for a Dynamic Blocks Platform for Educational Activities
    2011 XIII Symposium on Virtual Reality, 2011
    Co-Authors: Rafael Roberto, Daniel Freitas, Veronica Teichrieb, João Paulo Lima, Judith Kelner
    Abstract:

    This paper describes the concept of a dynamic blocks platform, called ARBlocks, based on projective augmented reality and Tangible User Interfaces aiming educational activities. In it, the information is displayed by projectors, that exhibit the content only on the blocks using a projector calibration technique and the blocks are tracked through a frame marker. Despite the platform is still under development, some results regarding the frame marker tracking and the projection was achieved.

Sandro Rodriguez Garzon - One of the best experts on this subject based on the ideXlab platform.

  • a framework for abstract representation and recognition of gestures in multi touch applications
    Advances in Computer-Human Interaction, 2010
    Co-Authors: Martin Thomas Gorg, Michael Cebulla, Sandro Rodriguez Garzon
    Abstract:

    Tangible User Interfaces allowing multiple simultaneous contacts are by now well known as multi-touch devices. They add new dimensions to input possibilities compared with traditional single-pointer devices. At the same time, complexity of input interpretation increases, as well. Particularly recognition of predefined gestures requires sophisticated techniques to cope with multiple points of interaction. In this paper we present a novel approach for recognition of multi-touch gestures by means of a mathematical rule calculus. It allows abstract definition of multi-touch gestures. We further outline how to implement a framework to encapsulate the recognition algorithm, and demonstrate its success through a practical example obtained from an existing application.

Stavros Demetriadis - One of the best experts on this subject based on the ideXlab platform.

  • Tangible versus graphical User Interfaces for robot programming exploring cross age children s preferences
    Ubiquitous Computing, 2013
    Co-Authors: Theodosios Sapounidis, Stavros Demetriadis
    Abstract:

    This study explores children's opinions and preferences regarding two isomorphic User Interfaces that can be used for introductory programming activities, a Tangible and a graphical one. The first system (Tangible) comprises 46 cube-shaped blocks that represent simple programming structures and can be interconnected to form the programming code. The second system (graphical) presents on-screen the same programming space to the User (icons similar in appearance and operation with the Tangible blocks). These two operationally equivalent User Interfaces were given to three children groups of different ages (5---6, 7---8 and 11---12 years) to program the behavior of a Lego NXT robot. Children in dyads were let to interact with both systems, and during the activity, data were collected regarding children's first-sight preference, enjoyment and easiness-to-use. The quantitative and qualitative analysis followed indicated that the Tangible interface was more attractive especially for girls, and it was more enjoyable and finally characterized as easier to use only by younger children who were less experienced with computers. On the contrary, for older (11---12 years old) children, the Tangible even though was more enjoyable, it was not considered as the easiest-to-use User interface. Taking into account the lack of empirical evidences related to the Tangible User Interfaces, this study discusses not only the potential usability advantages but also the disadvantages of Tangible User Interfaces for children.