Back to the real world: Tangible interaction for design

نویسندگان

  • Ellen Yi-Luen Do
  • Mark D. Gross
چکیده

After several decades in which design computing has been almost exclusively the domain of software, today, many investigators are building hybrid systems and tools that in one way or another bridge the divide between physical “real-world” artifacts and computational artifacts. On the one hand, the rise and popularity of mass customization, rapid prototyping, and manufacturing raises questions about the kinds of software systems and tools that will make these hardware technologies useful in designing. In contrast, advances in microcontroller and communications technologies have led to a wave of embedding computation in physical artifacts and environments.Botharedescribed inGershenfeld’s (1999,2005)popular books. Tangible interaction is a growing field that draws technology and methods from disciplines as diverse as human–computer interaction (HCI), industrial design, engineering, and psychology. If the idea of ubiquitous computing (Weiser, 1991) is computation integrated seamlessly into the world in different forms for different tasks, tangibility gives physical form and meaning to computational resources and data. The HCI community terms this seamless interaction variously “tangible bits” (Ishii & Ullmer, 1997) or “embodied interaction” (Dourish, 2001). Tangible interaction is simply coupling digital information to physical representations. A tangible user interface (TUI) extends the traditional graphical user interface on screens into the everyday physical world to realize the old goal of “direct manipulation” of data (Shneiderman, 1983). Aish (1979) and Frazer et al. (1980) were pioneers in tangible interaction for design; both developed instrumented physical objects as input devices for computer-aided design. However, the widespread adoption of the mouse in the first commercial personal computers shadowed other forms of interacting with computers such as the pen and TUIs. The development of TUIs based on augmented reality and embedded computing proceeded independently, and it was many years before the HCI community rediscovered these early efforts (Sutphen et al., 2000). Coupling physical features to digital information can be perceptually mediated by human senses (i.e., sight, touch, smell, etc.), leveraging the affordances of things (blocks are stackable, balls are bouncy) and control mechanisms (squeezing toothpaste out of the tube or turning a knob). Before the days of fast CPUs programmers could read the changing patterns of lights on the mainframe console (known colloquially as “das Blinkenlights”) to help debug their code, an early instance of bringing processes within the machine into the physical realm. More recent tangible interaction research makes virtual objects “graspable” (Fitzmaurice et al., 1995) by using physical “bricks” as handles and letting people “take the digital out” into the real world to manipulate it physically. Blocks, for example, are a popular physical form for tangible interaction. We rotate Navigational Blocks (Camarata et al., 2002) to query digital content in a tourist spot; flip and rotate blocks to scroll a map on Z-Agon (Matsumoto et al., 2006); stack up Computational Building Blocks (Anderson et al., 2000) to model three dimensions; or snap together Active Cubes (Watanabe et al., 2004) to interact with the virtual world. Alternatively, consider projection: projection and spatial augmented reality have been employed with multitouch surfaces and computer vision in reacTable (Jordà et al., 2007) for hands-on musical collaboration or in bringing dinosaurs to life in Virtual Showcase (Bimber et al., 2003). Coming full circle is the “rich interaction camera” (Frens, 2006) that applies the form, interaction, and functionality of a conventional 35-mm film camera to improve the usability of its digital counterpart. Since its first issue, AI EDAM has published the best work at the frontiers of engineering design and computing; today, tangible interaction is one of those frontiers. At first glance tangible interaction might seem a mere conceit: interfaces are inherently superficial. However, new input and output Reprint requests to: Ellen Yi-Luen Do, ACME Lab, College of Architecture and College of Computing, Georgia Institute of Technology, Atlanta, GA 30332-0155, USA. E-mail: [email protected] Artificial Intelligence for Engineering Design, Analysis and Manufacturing (2009), 23, 221–223. Printed in the USA. Copyright # 2009 Cambridge University Press 0890-0604/09 $25.00 doi:10.1017/S0890060409000195

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

The Challenges and Trends of Deploying Blockchain in the Real World for the Users’ Need

Blockchain technology is a decentralized and open database maintained by a peer-to-peer network, offering a “trustless trust” for untrusted parties. Despite the fact that some researchers consider blockchain as a bubble, blockchain technology has the genuine potential to solve problems across industries. In this article, we provide an overview of the development that Blockchain technology has h...

متن کامل

Tangible Interfaces for Pervasive Gaming

With pervasive gaming, novel types of games have recently emerged. The idea is to apply pervasive computing technology which embeds computers in real-world, everyday environments to games. By bringing gaming back to natural, social interaction spaces, pervasive gaming aims to overcome some restrictions of conventional computer games: Players are no longer tied to computer screens and human-huma...

متن کامل

Tangible Interaction in Mixed Reality Systems

In this chapter, we discuss the design of tangible interaction techniques for Mixed Reality environments. We begin by recalling some conceptual models of tangible interaction. Then, we propose an engineering-oriented software/hardware co-design process, based on our experience in developing tangible user interfaces. We present three different tangible user interfaces for real-world applications...

متن کامل

Explaining the Role of Meaning and Imagination in Architectural Design Process

In Islamic thought, imagination has a special importance and place in artistic creation. The nature of imagination has created such opportunity to realize this fact the each spiritual affair to be imagined should occur partially and tangibly in imagination. In fact, the imagination is the interface between meaning and material and its images, on one hand, are similar to the matter and on the ot...

متن کامل

What Is Applied Literature?

Applied literature is a term that is the outcome of a need to put literature to tangible uses in the “real” world. A medical practitioner looking for a definition of life, for instance, finds literature a useful source for the answer. With paradigm shifts in scientific studies, interdisciplinarity has been a method to overcome the alienations that resulted from the isolation of disciplines from...

متن کامل

OPTIMUM DESIGN OF DOUBLE CURVATURE ARCH DAMS USING A QUICK HYBRID CHARGED SYSTEM SEARCH ALGORITHM

This paper presents an efficient optimization procedure to find the optimal shapes of double curvature  arch  dams  considering  fluid–structure  interaction  subject  to  earthquake  loading. The optimization is carried out using a combination of the magnetic charged system search, big bang-big crunch algorithm and artificial neural network methods. Performing the finite element  analysis  dur...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:
  • AI EDAM

دوره 23  شماره 

صفحات  -

تاریخ انتشار 2009