tangible user interface

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Human Computer Interaction

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TANGIBLE USER INTERFACE

CHAMO, SigfredPAPIO, CharlemagneTADEO, Rafael Jaime

AGOO, Andreia Ianna

Agenda

Definition of Tangible User Interface

Origins and History

Tangible Interfaces and Application Domains

Frameworks

Implementation Technologies

Strengths and Limitations

Tangible User Interface

from latin “tangere” – “to touch”

A user interface in which a person interactswith digital information through the physicalenvironment

Physical objects are representations andcontrols for digital objects

Initial name was Graspable User Interface

HISTORY

History

“We live in a complex world, filled with myriad objects, tools, toys, and people. Our lives are

spent in diverse interaction with this environment. Yet, for the most part, our

computing takes place sitting in front of, and staring at, a single glowing screen attached to

an array of buttons and a mouse.”(Wellner, Mackay & Gold, 1993)

History

The development of the notion of a “tangibleinterface” is closely tied to the initial motivation forAugmented Reality and Ubiquitous Computing.

In 1993, a special issue of the Communicationsof the ACM titled “Back to the Real World” arguedthat both desktop computers and virtual realityestrange humans from their “natural environment”.

History

In 1995, George Fitzmaurice, Hiroshi Ishii andWilliam Buxton introduced the notion of aGraspable Interface, where graspable handles areused to manipulate digital objects.

In 1997, Hiroshi Ishii and his students presenteda more comprehensive vision of Tangible Bits whichsoon led to proposition of a Tangible UserInterface

This, then, influenced and led other groups todiscover, broaden and apply the technology.

History

Notable “First” TUIs:

Perlman’s Slot Machine is the first system classified as atangible interface, 1974-1976

Intelligent 3D Modeling by Robert Aish and JohnFrazer’s team, 1980s

History

Notable “First” TUIs:

Marble Answering Machine by Durrell Bishop, 1995

TANGIBLE INTERFACES

Tangible Interfaces

There are 3 areas that are related to and overlap with TUIs:

Related Research Areas Unifying Perspective Reality-Based Interaction

Tangible Interfaces

Related Research Areas

Tangible Augmented Reality - combine tangibleinput with an augmented reality display or output

Tangible Tabletop Interaction - combinesinteraction techniques and technologies of interactive multi-touch surfaces and TUIs

Ambient Displays - present information within aspace through subtle changes in light, sound, andmovement, which can be processed in the background ofawareness Embodied User Interfaces - manual interaction

with a device, using its body as part of the interface

Tangible Interfaces

Unifying Perspective

Tangible Computing - deals with tangible objectsthat are interfaced with computers; instead of just oneinput device, there is a coordinated interplay of differentdevices and objects

Tangible Interaction - produces sensory installationswhere people participation is key

Tangible Interfaces

Reality-Based Interaction- basing interaction on preexisting skills and knowledgefrom the non-digital world may reduce the mental effortrequired to operate a system

Four themes of interaction with the real world that can be leveraged by physical interfaces:- Naïve Physics- Body Awareness and Skills- Social Awareness and Skills- Environment Awareness and Skills

APPLICATION DOMAINS

Application Domains

Tangible User Interface can be applied in:

Learning Problem Solving and Planning Information Visualization Tangible Programming Entertainment, Play and Edutainment Music and Performance Social Communication Tangible Reminders and Tags

FRAMEWORKS

Frameworks

Properties of TUI

Space Multiplexing - TUI offers multiple input devicesso that input and output are distributed over space,enabling the user to select an object or function with onlyone movement

Concurrent Access and Manipulation Spatial Awareness

Frameworks

MVC Model (Model View Controller)

MCR Model (Model-Control Representation)

GUI TUI

GUI vs TUI

Frameworks

GUI vs TUIGUI CityScape sw. TUI Project urp

IMPLEMENTATION TECHNOLOGIES

Implementation Technologies

Emerging toolkits and software tools thatsupport the implementation and prototyping ofTangible User Interface:

1. RFID - is a wireless radio-based technology that enables tosense the presence and identity of a tagged object

2. Computer Vision - sophisticated algorithms used forautomatic interpretation and/or system trackers (fiducial markers)that are attached to physical objects

3. Microcontrollers, Sensors, and Actuator

STRENGTHS and LIMITATIONS

Strengths and Limitations

Strengths: Collaboration - for social interactions, speech therapy,

adult-child interaction, etc. Situatedness – TUI devices can change depending on the

context in which they are placed and can alter the meaningof location Tangible Thinking - thinking through bodily actions,

physical manipulation, and tangible representations

Space Multiplexing and Directness of Interaction -enables the system designer to take advantage of shape, size, andposition of the physical controller to increase functionality anddecrease complexity of interaction

Strengths and Limitations

Limitations: Scalability and the risk of Loosing Physical

Objects - display is very limited and high risk ofmisplacing loose or wireless parts

Versatility and Malleability - TUI is typicallydesigned to facilitate a limited set of tasks, unlike GUIs

User Fatigue - the ergonomics and longer-term strainof the manual activity are needed to perform actions

SAMPLE TUIs

Sample TUIs

Sifteo CubesCategory: Tangibles

Domain: Learning, Play

Sample TUIs

ReactableCategory: Tabletops & Interactive devices

Domain: Music & performance

Sample TUIs

Sixth SenseCategory: Whole Body Interaction

Domain: Social Communication, Information Visualization

Sample TUIs

Ipad Nano “Shake to Shuffle”Category: Tangibles

Domain: Entertainment, Play

Sample TUIs

Other examples:

CONCLUSION

Conclusion

May increase usability

May increase enjoyment

Allows multitasking

Allows for interaction in the periphery

Support face-to-face social interaction

Can leverage user’s knowledge and skills of interaction with everyday, non-digital work

Referenceshttp://www.slideshare.net/gobletcell/various-user-interfaces Graspable/Tangible User Interface –Dipak SutrieeTangible user interface –Martin Kalten Brunnnerhttp://www.bluehair.co/2010/05/what-are-tangible-user-interfaces-2/http://en.wikipedia.org/wiki/Tangible_user_interface

http://vimeo.com/3164229#at=0http://vimeo.com/3164142#at=0http://www.youtube.com/watch?feature=player_embedded&v=ijD2ojIrIEghttp://www.youtube.com/watch?v=rWf4xS-28nUhttp://www.youtube.com/watch?v=yTCQc7hOsUU

Physical and embodied user interfaces by Simone MoraTangible User Interface: Past, Present and Future Directions

by O. Shaer & E. Hornecker

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