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Tangible bits: towards seamless interfaces between people, bits and atoms
- Proceedings of the SIGCHI conference on Human factors in computing systems, ACM Press: 234--241
, 1997
"... This paper presents our vision of Human Computer Interaction (HCI): "Tangible Bits. " Tangible Bits allows users to "grasp & manipulate " bits in the center of users’ attention by coupling the bits with everyday physical objects and architectural surfaces. Tangible Bits also ..."
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Cited by 1418 (62 self)
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This paper presents our vision of Human Computer Interaction (HCI): "Tangible Bits. " Tangible Bits allows users to "grasp & manipulate " bits in the center of users’ attention by coupling the bits with everyday physical objects and architectural surfaces. Tangible Bits also enables users to be aware of background bits at the periphery of human perception using ambient display media such as light, sound, airflow, and water movement in an augmented space. The goal of Tangible Bits is to bridge the gaps between both cyberspace and the physical environment, as well as the foreground and background of human activities. This paper describes three key concepts of Tangible Bits: interactive surfaces; the coupling of bits with graspable physical objects; and ambient media for background awareness. We illustrate these concepts with three prototype systems – the metaDESK, transBOARD and ambientROOM – to identify underlying research issues. Keywords tangible user interface, ambient media, graspable user interface, augmented reality, ubiquitous computing, center and periphery, foreground and background
Charting Past, Present and Future Research in Ubiquitous Computing
- ACM Transactions on Computer-Human Interaction
, 2000
"... . The proliferation ofcomputing into the physical world promises more than the ubiquitous availability of computing infrastructure; it suggests new paradigms of interaction inspired by constant access to information and computational capabilities. For the past decade, applicationdriven research in ..."
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Cited by 438 (6 self)
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. The proliferation ofcomputing into the physical world promises more than the ubiquitous availability of computing infrastructure; it suggests new paradigms of interaction inspired by constant access to information and computational capabilities. For the past decade, applicationdriven research in ubicomp has pushed three interaction themes: natural interfaces, context-aware applications, and automated capture and access. To chart a course for future research in ubiquitous computing, we review the accomplishments of these efforts and point to remaining research challenges. Research in ubiquitous computing implicitly requires addressing some notion of scale; whether in the number and type of devices, the physical space of distributed computing or the number of people using a system. We posit a new area of applications research, everyday computing, focussed on scaling interaction with respect to time. Just as pushing the availability of computing away from the traditional desktop fun...
Emerging Frameworks for Tangible User Interfaces
, 2001
"... For more than thirty years, people have relied primarily on screen-based text and graphics to interact with computers. Whether the screen is placed on a desk, held in one's hand, worn on one's head, or embedded in the physical environment, the screen has cultivated a predominantly visual p ..."
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Cited by 374 (9 self)
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For more than thirty years, people have relied primarily on screen-based text and graphics to interact with computers. Whether the screen is placed on a desk, held in one's hand, worn on one's head, or embedded in the physical environment, the screen has cultivated a predominantly visual paradigm of human-computer interaction. In this chapter, we discuss a growing space of interfaces in which physical objects play a central role as both physical representations and controls for digital information. We present an interaction model and key characteristics for such "tangible user interfaces," and explore these characteristics in a number of interface examples. This discussion supports a newly integrated view of both recent and previous work, and points the way towards new kinds of computationally-mediated interfaces that more seamlessly weave together the physical and digital worlds.
Pick-and-Drop: A Direct Manipulation Technique for Multiple Computer Environments
"... This paper proposes a new field of user interfaces called multi-computer direct manipulation and presents a pen-based direct manipulation technique that can be used for data transfer between different computers as well as within the same computer. The proposed Pick-and-Drop allows a user to pick up ..."
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Cited by 358 (15 self)
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This paper proposes a new field of user interfaces called multi-computer direct manipulation and presents a pen-based direct manipulation technique that can be used for data transfer between different computers as well as within the same computer. The proposed Pick-and-Drop allows a user to pick up an object on a display and drop it on another display as if he/she were manipulating a physical object. Even though the pen itself does not have storage capabilities, a combination of Pen-ID and the pen manager on the network provides the illusion that the pen can physically pick up and move a computer object. Based on this concept, we have built several experimental applications using palm-sized, desktop, and wall-sized pen computers. We also considered the importance of physical artifacts in designing user interfaces in a future computing environment.
i-LAND: An interactive Landscape for Creativity and Innovation
- CHI'99
, 1999
"... We describe the i-LAND environment which constitutes an example of our vision of the workspaces of the future, in this case supporting cooperative work of dynamic teams with changing needs. i-LAND requires and provides new forms of human-computer interaction and new forms of computer-supported coope ..."
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Cited by 326 (9 self)
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We describe the i-LAND environment which constitutes an example of our vision of the workspaces of the future, in this case supporting cooperative work of dynamic teams with changing needs. i-LAND requires and provides new forms of human-computer interaction and new forms of computer-supported cooperative work. Its design is based on an integration of information and architectural spaces, implications of new work practices and an empirical requirements study informing our design. i-LAND consists of several ‘roomware’ components, i.e. computer-augmented objects integrating room elements with information technology. We present the current realization of i-LAND in terms of an interactive electronic wall, an interactive table, two computer-enhanced chairs, and two “bridges” for the Passage-mechanism. This is complemented by the description of the creativity support application and the technological infrastructure. The paper is accompanied by a video figure in the CHI’99 video program.
SmartSkin: An Infrastructure for Freehand Manipulation on Interactive Surfaces
, 2002
"... This paper introduces a new sensor architecture for making interactive surfaces that are sensitive to human hand and finger gestures. This sensor recognizes multiple hand positions and shapes and calculates the distance between the hand and the surface by using capacitive sensing and a mesh-shaped a ..."
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Cited by 290 (6 self)
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This paper introduces a new sensor architecture for making interactive surfaces that are sensitive to human hand and finger gestures. This sensor recognizes multiple hand positions and shapes and calculates the distance between the hand and the surface by using capacitive sensing and a mesh-shaped antenna. In contrast to camera-based gesture recognition systems, all sensing elements can be integrated within the surface, and this method does not suffer from lighting and occlusion problems. This paper describes the sensor architecture, as well as two working prototype systems: a table-size system and a tablet-size system. It also describes several interaction techniques that would be difficult to perform without using this architecture.
Bridging Physical and Virtual Worlds with Electronic Tags
, 1999
"... The role of computers in the modern office has tended to split our activities between virtual interactions in the realm of the computer and physical interactions with real objects that have been part of the traditional office infrastructure. This paper discusses a variety of scenarios we have implem ..."
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Cited by 281 (7 self)
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The role of computers in the modern office has tended to split our activities between virtual interactions in the realm of the computer and physical interactions with real objects that have been part of the traditional office infrastructure. This paper discusses a variety of scenarios we have implemented in which the physical world can be invisibly and seamlessly augmented with electronic tags in order to connect physical objects with virtual representations or computational functionality. We demonstrate the utility of linking physical objects to electronic services and actions that are naturally associated with their form (e.g., a dictionary and a web-based translation service). Unlike previous work in this area, we have focused on uniquely combining four inexpensive technologies with off-the-shelf applications, everyday objects, and computational devices. KEYWORDS: RFID tag, ubiquitous computing, tangible interface, physical UI, phicon, augmented reality. INTRODUCTION Six years ag...
Instrumental Interaction: An Interaction Model for Designing Post-WIMP User Interfaces
, 2000
"... This article introduces a new interaction model called Instrumental Interaction that extends and generalizes the principles of direct manipulation. It covers existing interaction styles, including traditional WIMP interfaces, as well as new interaction styles such as two-handed input and augmented r ..."
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Cited by 188 (14 self)
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This article introduces a new interaction model called Instrumental Interaction that extends and generalizes the principles of direct manipulation. It covers existing interaction styles, including traditional WIMP interfaces, as well as new interaction styles such as two-handed input and augmented reality. It defines a design space for new interaction techniques and a set of properties for comparing them. Instrumental Interaction describes graphical user interfaces in terms of domain objects and interaction instruments. Interaction between users and domain objects is mediated by interaction instruments, similar to the tools and instruments we use in the real world to interact with physical objects. The article presents the model, applies it to describe and compare a number of interaction techniques, and shows how it was used to create a new interface for searching and replacing text. Keywords Interaction model, WIMP interfaces, direct manipulation, post-WIMP interfaces, instrumental ...
Squeeze me, hold me, tilt me! an exploration of manipulative user interfaces
- In Proceedings of CHI ’98
, 1998
"... This paper reports on the design and use of tactile user interfaces embedded within or wrapped around the devices that they control. We discuss three different interaction prototypes that we built These interfaces were embedded onto two handheld devices of dramatically different form factors. We des ..."
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Cited by 185 (5 self)
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This paper reports on the design and use of tactile user interfaces embedded within or wrapped around the devices that they control. We discuss three different interaction prototypes that we built These interfaces were embedded onto two handheld devices of dramatically different form factors. We describe the design and implementation challenges, and user feedback and reactions to these prototypes. Implications for future design in the area of manipulative or haptic user interfaces are highlighted.
Design Principles for Intelligent Environments
, 1998
"... embedded, interactive spaces that we call Intelligent Environments. The motivation for building these systems is to bring computation into the real, physical world to support what is traditionally considered non-computational activity. ..."
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Cited by 159 (7 self)
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embedded, interactive spaces that we call Intelligent Environments. The motivation for building these systems is to bring computation into the real, physical world to support what is traditionally considered non-computational activity.