Huaishu Peng

dblp:18/9117 · DBLP profile ↗
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35ranked-venue papers
7as first author
22since 2021 · last 2026
0000-0002-2749-4835ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 32 · 7 first-author · 21 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Computer networks · 1
YearPublicationVenuePosition
2026 ChewTect: Designing Temporal Food Texture via Computational Molding
abstract
Food texture plays a crucial role in the overall sensory experience and the functional properties of food, evolving dynamically from the first bite to the final chew. Traditional methods for modifying food texture, such as adjusting cooking parameters, often compromise other key attributes, including appearance and nutritional value, whereas existing computational approaches largely treat texture as a static, monolithic attribute. This paper presents a computational method that modulates the internal structure of food to design temporal food texture experiences. Our method generates a silicone mold based on the desired food texture experience. This approach decouples textural properties from visual and amount attributes, enabling independent tuning of sensory factors during different oral processing stages. We characterize the relationship between internal structure and temporal texture perception, specifically finding that infill pattern and shell thickness control the bite and chewing phases, respectively. We present an interactive design interface that allows users to create food items tailored to specific temporal food textures.
Yamato Miyatake, Aoi Yamada, Huaishu Peng, Parinya Punpongsanon
DIS3
2026 As Content and Layout Co-Evolve: TangibleSite for Scaffolding Blind People's Webpage Design through Multimodal Interaction
abstract
Creating webpages requires generating content and arranging layout while iteratively refining both to achieve a coherent design, a process that can be challenging for blind individuals. To understand how blind designers navigate this process, we conducted two rounds of co-design sessions with blind participants, using design probes to elicit their strategies and support needs. Our findings reveal a preference for content and layout to co-evolve, but this process requires external support through cues that situate local elements within the broader page structure as well as multimodal interactions. Building on these insights, we developed TangibleSite, an accessible web design tool that provides real-time multimodal feedback through tangible, auditory, and speech-based interactions. TangibleSite enables blind individuals to create, edit, and reposition webpage elements while integrating content and layout decisions. A formative evaluation with six blind participants demonstrated that TangibleSite enabled independent webpage creation, supported refinement across content and layout, and reduced barriers to achieving visually consistent designs.
Zining Zhang 0003, Matthew Wong, Arnav Mittal, Ge Gao 0001, Huaishu Peng
CHI7
2026 Circuit2Yarn: From Planar Circuits to Electronic Yarns for Textile-Based Interactions
abstract
Smart yarns hold the potential to transform everyday textiles into functional platforms, yet current methods remain constrained. These include conductive yarns, made from silver or stainless steel, which retain the feel of conventional yarns but offer limited functions, and PCB-based solutions, which add capability at the cost of bulk and rigidity. We present Circuit2Yarn, a fabrication framework that transforms planar printed circuits into flexible yarns by rolling copper-traced TPU films with soldered surface-mount components, preserving the capabilities of rigid electronics while producing yarn-like forms suitable for textile integration. We demonstrate yarns as small as 0.8 mm that integrate LEDs and sensors, including temperature, humidity, light, IMU, and capacitive sensing modules, enabling applications ranging from smart garments and interactive musical instruments to responsive tea bags. Characterization confirms durability under bending/stretching. By rolling planar circuits into yarns, Circuit2Yarn paves the way toward comfortable, multifunctional, and interactive textiles in everyday life.
Zhechen Zhao, Tianhong Catherine Yu, Jiaqing Liu, Huaishu Peng, Yiyue Luo, Zhihan Zhang 0002, Tingyu Cheng
CHI6
2025 Cybernetic Marionette: Channeling Collective Agency Through a Wearable Robot in a Live Dancer-Robot Duet
abstract
audience voting on the robot's movement Figure 1: An overview of Dance 2 , a live interactive performance exploring how collective audience input influences a dancerrobot duet.Left -The dancer performs in real time with a wearable robot whose movements are shaped by audience decisions.Right -An audience member engages with the voting interface, making choices that interfere with and shape the unfolding choreography.
Anup Sathya, Adriane Fang, Bill Kules, Jonathan David Martin, Huaishu Peng
Conference on Designing Interactive Systems7
2025 Datamancer: Bimanual Gesture Interaction in Multi-Display Ubiquitous Analytics Environments
abstract
We introduce Datamancer, a wearable device enabling bimanual gesture interaction across multi-display ubiquitous analytics environments. Datamancer addresses the gap in gesture-based interaction within data visualization settings, where current methods are often constrained by limited interaction spaces or the need for installing bulky tracking setups. Datamancer integrates a finger-mounted pinhole camera and a chest-mounted gesture sensor, allowing seamless selection and manipulation of visualizations on distributed displays. By pointing to a display, users can acquire the display and engage in various interactions, such as panning, zooming, and selection, using both hands. Our contributions include (1) an investigation of the design space of gestural interaction for physical ubiquitous analytics environments; (2) a prototype implementation of the Datamancer system that realizes this model; and (3) an evaluation of the prototype through demonstration of application scenarios, an expert review, and a user study.
Biswaksen Patnaik, Marcel Borowski, Huaishu Peng, Clemens Nylandsted Klokmose, Niklas Elmqvist
CHI3
2025 Make Making Sustainable: Exploring Sustainability Practices, Challenges, and Opportunities in Making Activities
abstract
The recent democratization of personal fabrication has significantly advanced the maker movement and reshaped applied research in HCI and beyond. However, this growth has also raised increasing sustainability concerns, as material waste is an inevitable byproduct of making and rapid prototyping. In this work, we examine the sustainability landscape within the modern maker community, focusing on grassroots makerspaces and maker-oriented research labs through in-depth interviews with diverse stakeholders involved in making and managing making-related activities. Our findings highlight four key themes: the various types of "waste" generated through the making process, the strategies (or lack thereof) for managing this waste, the motivations driving (un)sustainable practices, and the challenges faced. We synthesize these insights into design considerations and takeaways for technical HCI researchers and the broader community, focusing on future tools, infrastructures, and educational approaches to foster sustainable making.
Mrunal Dhaygude, Huaishu Peng
CHI3
2025 PCB Renewal: Iterative Reuse of PCB Substrates for Sustainable Electronic Making
abstract
PCB (printed circuit board) substrates are often single-use, leading to material waste in electronics making. We introduce PCB Renewal, a novel technique that "erases" and "reconfigures" PCB traces by selectively depositing conductive epoxy onto outdated areas, transforming isolated paths into conductive planes that support new traces. We present the PCB Renewal workflow, evaluate its electrical performance and mechanical durability, and model its sustainability impact, including material usage, cost, energy consumption, and time savings. We develop a software plug-in that guides epoxy deposition, generates updated PCB profiles, and calculates resource usage. To demonstrate PCB Renewal's effectiveness and versatility, we repurpose a single PCB across four design iterations spanning three projects: a camera roller, a WiFi radio, and an ESPboy game console. We also show how an outsourced double-layer PCB can be reconfigured, transforming it from an LED watch to an interactive cat toy. The paper concludes with limitations and future directions.
Advait Vartak, Zining Zhang 0003, Huaishu Peng
CHI5
2025 The Design of On-Body Robots for Older Adults
abstract
Wearable technology has significantly improved the quality of life for older adults, and the emergence of on-body, movable robots presents new opportunities to further enhance well-being. Yet, the interaction design for these robots remains under-explored, particularly from the perspective of older adults. We present findings from a two-phase co-design process involving 13 older adults to uncover design principles for on-body robots for this population. We identify a rich spectrum of potential applications and characterize a design space to inform how on-body robots should be built for older adults. Our findings highlight the importance of considering factors like co-presence, embodiment, and multi-modal communication. Our work offers design insights to facilitate the integration of on-body robots into daily life and underscores the value of involving older adults in the co-design process to promote usability and acceptance of emerging wearable robotic technologies.
Victor Nikhil Antony, Clara Jeon, Ge Gao 0001, Huaishu Peng, Anastasia K. Ostrowski, Chien-Ming Huang 0001
HRI5
2025 DissolvPCB: Fully Recyclable 3D-Printed Electronics Using Liquid Metal Conductors and PVA Substrates
SuHwan Hong, Josiah D. Hester, Tingyu Cheng, Huaishu Peng
UIST5
2025 Comparing Vibrotactile and Skin-Stretch Haptic Feedback for Conveying Spatial Information of Virtual Objects to Blind VR Users
abstract
Perceiving spatial information of a virtual object (e.g., direction, distance) is critical yet challenging for blind users seeking an immersive virtual reality (VR) experience. To facilitate VR accessibility for blind users, in this paper, we investigate the effectiveness of two types of haptic cues—vibrotactile and skin-stretch cues—in conveying the spatial information of a virtual object when applied to the dorsal side of a blind user’s hand. We conducted a user study with 10 blind users to investigate how they perceive static and moving objects in VR with a custom-made haptic apparatus. Our results reveal that blind users can more accurately understand an object’s location and movement when receiving skin-stretch cues, as opposed to vibrotactile cues. We discuss the pros and cons of both types of haptic cues and conclude with design recommendations for future haptic solutions for VR accessibility.
Zining Zhang 0003, Yuhang Zhao 0001, Huaishu Peng
VR5
2025 Verisimilitude as Boon and Bane: How People Initiate Opportunistic Interactions at Professional Events in Social VR
abstract
Opportunistic interactions-the unstructured exchanges that emerge as individuals become aware of each other's presence-are essential for relationship building and information sharing in everyday life. Yet, fostering effective opportunistic interactions has proven challenging, especially at professional events that have increasingly transitioned from in person to online formats. In the current paper, we offer an in-depth qualitative account of how people initiate opportunistic interactions in social VR. Our participants consisted of 16 individuals with ongoing experience attending VR-mediated events in their professional communities. We conducted extensive observations with each participant during one or more events they attended. We also interviewed them after every observed event, obtaining self-reflections on their attempts to navigate opportunistic interactions with others. Our analysis revealed that participants sought to understand the extent to which social VR preserved the real-world meanings of various nonverbal cues, which we refer to as verisimilitude. We detailed the unique connections between a person's perceived verisimilitude and their social behaviors at each of the three steps toward initiating opportunistic interactions: availability recognition, attention capture, and ice-breaking. Across these steps, the VR platform typically replaces complex social mechanisms with feasible technical ones in order to function, thereby altering the preconditions necessary for a nonverbal cue's social meanings to remain intact. We identified a rich set of strategies that participants developed to assess verisimilitude and act upon it, while also confirming a lack of systematic knowledge guiding their practices. Based on these findings, we provide actionable insights for social VR platform design that can best support the initiation of opportunistic interactions for professional purposes.
Victoria Chang, Caro Williams-Pierce, Huaishu Peng, Ge Gao 0001
Proc. ACM Hum. Comput. Interact.3
2024 VisTorch: Interacting with Situated Visualizations using Handheld Projectors
abstract
Spatial data is best analyzed in situ, but existing mixed reality technologies can be bulky, expensive, or unsuitable for collaboration. We present VisTorch: a handheld device for projected situated analytics consisting of a pico-projector, a multi-spectrum camera, and a touch surface. VisTorch enables viewing charts situated in physical space by simply pointing the device at a surface to reveal visualizations in that location. We evaluated the approach using both a user study and an expert review. In the former, we asked 20 participants to first organize charts in space and then refer to these charts to answer questions. We observed three spatial and one temporal pattern in participant analyses. In the latter, four experts—a museum designer, a statistical software developer, a theater stage designer, and an environmental educator—utilized VisTorch to derive practical usage scenarios. Results from our study showcase the utility of situated visualizations for memory and recall.
Biswaksen Patnaik, Huaishu Peng, Niklas Elmqvist
CHI2
2024 SolderlessPCB: Reusing Electronic Components in PCB Prototyping through Detachable 3D Printed Housings
abstract
The iterative prototyping process for printed circuit boards (PCBs) frequently employs surface-mounted device (SMD) components, which are often discarded rather than reused due to the challenges associated with desoldering, leading to unnecessary electronic waste. This paper introduces SolderlessPCB, a collection of techniques for solder-free PCB prototyping, specifically designed to promote the recycling and reuse of electronic components. Central to this approach are custom 3D-printable housings that allow SMD components to be mounted onto PCBs without soldering. We detail the design of SolderlessPCB and the experiments conducted to evaluate its design parameters, electrical performance, and durability. To illustrate the potential for reusing SMD components with SolderlessPCB, we discuss two scenarios: the reuse of components from earlier design iterations and from obsolete prototypes. We also provide examples demonstrating that SolderlessPCB can handle high-current applications and is suitable for high-speed data transmission. The paper concludes by discussing the limitations of our approach and suggesting future directions to overcome these challenges.
Zining Zhang 0003, Huaishu Peng
CHI4
2024 JetUnit: Rendering Diverse Force Feedback in Virtual Reality Using Water Jets
abstract
We propose JetUnit, a water-based VR haptic system designed to produce force feedback with a wide spectrum of intensities and frequencies through water jets. The key challenge in designing this system lies in optimizing parameters to enable the haptic device to generate force feedback that closely replicates the most intense force produced by direct water jets while ensuring the user remains dry. In this paper, we present the key design parameters of the JetUnit wearable device determined through a set of quantitative experiments and a perception study. We further conducted a user study to assess the impact of integrating our haptic solutions into virtual reality experiences. The results revealed that, by adhering to the design principles of JetUnit, the water-based haptic system is capable of delivering diverse force feedback sensations, significantly enhancing the immersive experience in virtual reality.
Zining Zhang 0003, Jun Nishida, Huaishu Peng
UIST5
2024 Rhapso: Automatically Embedding Fiber Materials into 3D Prints for Enhanced Interactivity
abstract
We introduce Rhapso, a 3D printing system designed to embed a diverse range of continuous fiber materials within 3D objects during the printing process. This approach enables integrating properties like tensile strength, force storage and transmission, or aesthetic and tactile characteristics, directly into low-cost thermoplastic 3D prints. These functional objects can have intricate actuation, self-assembly, and sensing capabilities with little to no manual intervention. To achieve this, we modify a low-cost Fused Filament Fabrication (FFF) 3D printer, adding a stepper motor-controlled fiber spool mechanism on a gear ring above the print bed. In addition to hardware, we provide parsing software for precise fiber placement, which generates G-code for printer operation. To illustrate the versatility of our system, we present applications that showcase its extensive design potential. Additionally, we offer comprehensive documentation and open designs, empowering others to replicate our system and explore its possibilities.
Daniel Ashbrook, Wei-Ju Lin, Nicholas Bentley, Diana Soponar, Valkyrie Savage, Lung-Pan Cheng, Huaishu Peng, Hyunyoung Kim 0001
UIST8
2023 Toucha11y: Making Inaccessible Public Touchscreens Accessible
abstract
Despite their growing popularity, many public kiosks with touchscreens are inaccessible to blind people. Toucha11y is a working prototype that allows blind users to use existing inaccessible touchscreen kiosks independently and with little effort. Toucha11y consists of a mechanical bot that can be instrumented to an arbitrary touchscreen kiosk by a blind user and a companion app on their smartphone. The bot, once attached to a touchscreen, will recognize its content, retrieve the corresponding information from a database, and render it on the user’s smartphone. As a result, a blind person can use the smartphone’s built-in accessibility features to access content and make selections. The mechanical bot will detect and activate the corresponding touchscreen interface. We present the system design of Toucha11y along with a series of technical evaluations. Through a user study, we found out that Toucha11y could help blind users operate inaccessible touchscreen devices.
Arush Shah, Jonathan Lazar, Huaishu Peng
CHI5
2023 3D Printing Magnetophoretic Displays
abstract
We present a pipeline for printing interactive and always-on magnetophoretic displays using affordable Fused Deposition Modeling (FDM) 3D printers. Using our pipeline, an end-user can convert the surface of a 3D shape into a matrix of voxels. The generated model can be sent to an FDM 3D printer equipped with an additional syringe-based injector. During the printing process, an oil and iron powder-based liquid mixture is injected into each voxel cell, allowing the appearance of the once-printed object to be editable with external magnetic sources. To achieve this, we made modifications to the 3D printer hardware and the firmware. We also developed a 3D editor to prepare printable models. We demonstrate our pipeline with a variety of examples, including a printed Stanford bunny with customizable appearances, a small espresso mug that can be used as a post-it note surface, a board game figurine with a computationally updated display, and a collection of flexible wearable accessories with editable visuals.
Hsuanling Lee, Liang He 0005, Huaishu Peng
UIST4
2023 Sensemaking Sans Power: Interactive Data Visualization Using Color-Changing Ink
abstract
We present an approach for interactively visualizing data using color-changing inks without the need for electronic displays or computers. Color-changing inks are a family of physical inks that change their color characteristics in response to an external stimulus such as heat, UV light, water, and pressure. Visualizations created using color-changing inks can embed interactivity in printed material without external computational media. In this article, we survey current color-changing ink technology and then use these findings to derive a framework for how it can be used to construct interactive data representations. We also enumerate the interaction techniques possible using this technology. We then show some examples of how to use color-changing ink to create interactive visualizations on paper. While obviously limited in scope to situations where no power or computing is present, or as a complement to digital displays, our findings can be employed for paper, data physicalization, and embedded visualizations.
Biswaksen Patnaik, Huaishu Peng, Niklas Elmqvist
IEEE Trans. Vis. Comput. Graph.2
2022 Kinergy: Creating 3D Printable Motion using Embedded Kinetic Energy
abstract
We present Kinergy—an interactive design tool for creating self-propelled motion by harnessing the energy stored in 3D printable springs. To produce controllable output motions, we introduce 3D printable kinetic units, a set of parameterizable designs that encapsulate 3D printable springs, compliant locks, and transmission mechanisms for three non-periodic motions—instant translation, instant rotation, continuous translation—and four periodic motions—continuous rotation, reciprocation, oscillation, intermittent rotation. Kinergy allows the user to create motion-enabled 3D models by embedding kinetic units, customize output motion characteristics by parameterizing embedded springs and kinematic elements, control energy by operating the specialized lock, and preview the resulting motion in an interactive environment. We demonstrate the potential of our techniques via example applications from spring-loaded cars to kinetic sculptures and close with a discussion of key challenges such as geometric constraints.
Liang He 0005, Xia Su, Huaishu Peng, Jeffrey Lipton, Jon Froehlich
UIST3
2022 TangibleGrid: Tangible Web Layout Design for Blind Users
abstract
We present TangibleGrid, a novel device that allows blind users to understand and design the layout of a web page with real-time tangible feedback. We conducted semi-structured interviews and a series of co-design sessions with blind users to elicit insights that guided the design of TangibleGrid. Our final prototype contains shape-changing brackets representing the web elements and a baseboard representing the web page canvas. Blind users can design a web page layout through creating and editing web elements by snapping or adjusting tangible brackets on top of the baseboard. The baseboard senses the brackets’ type, size, and location, verbalizes the information, and renders the web page on the client browser. Through a formative user study, we found that blind users could understand a web page layout through TangibleGrid. They were also able to design a new web layout from scratch without the help of sighted people.
Ebrima Jarjue, Ashrith Shetty, Huaishu Peng
UIST5
2022 Fibercuit: Prototyping High-Resolution Flexible and Kirigami Circuits with a Fiber Laser Engraver
abstract
Prototyping compact devices with unique form factors often requires the PCB manufacturing process to be outsourced, which can be expensive and time-consuming. In this paper, we present Fibercuit, a set of rapid prototyping techniques to fabricate high-resolution, flexible circuits on-demand using a fiber laser engraver. We showcase techniques that can laser cut copper-based composites to form fine-pitch conductive traces, laser fold copper substrates that can form kirigami structures, and laser solder surface-mount electrical components using off-the-shelf soldering pastes. Combined with our software pipeline, an end user can design and fabricate flexible circuits which are dual-layer and three-dimensional, thereby exhibiting a wide range of form factors. We demonstrate Fibercuit by showcasing a set of examples, including a custom dice, flex cables, custom end-stop switches, electromagnetic coils, LED earrings and a circuit in the form of kirigami crane.
Anup Sathya, Sahra Yusuf, Jyh-Ming Lien, Huaishu Peng
UIST5
2021 FabHydro: Printing Interactive Hydraulic Devices with an Affordable SLA 3D Printer
abstract
We introduce FabHydro, a set of rapid and low-cost methods to prototype interactive hydraulic devices based on an off-the-shelf 3D printer and flexible photosensitive resin. We first present printer settings and custom support structures to warrant the successful print of flexible and deformable objects. We then demonstrate two printing methods to seal the transmission fluid inside these deformable structures: the Submerged Printing process that seals the liquid resin without manual assembly, and the Printing with Plugs method that allows the use of different transmission fluids without modification to the printer. Following the printing methods, we report a design space with a range of 3D printable primitives, including the hydraulic generator, transmitter, and actuator. To demonstrate the feasibility of our approaches and the breadth of new designs that they enable, we showcase a set of examples from a printed robotic gripper that can be operated at a distance to a mobile phone stand that serves as a status reminder by repositioning the user’s phone. We conclude with a discussion of our approach’s limitations and possible future improvements.
Huaishu Peng
UIST2
2020 MechanoBeat: Monitoring Interactions with Everyday Objects using 3D Printed Harmonic Oscillators and Ultra-Wideband Radar
abstract
In this paper we present MechanoBeat, a 3D printed mechanical tag that oscillates at a unique frequency upon user interaction. With the help of an ultra-wideband (UWB) radar array, MechanoBeat can unobtrusively monitor interactions with both stationary and mobile objects. MechanoBeat consists of small, scalable, and easy-to-install tags that do not require any batteries, silicon chips, or electronic components. Tags can be produced using commodity desktop 3D printers with cheap materials. We develop an efficient signal processing and deep learning method to locate and identify tags using only the signals reflected from the tag vibrations. MechanoBeat is capable of detecting simultaneous interactions with high accuracy, even in noisy environments. We leverage UWB radar signals' high penetration property to sense interactions behind walls in a non-line-of-sight (NLOS) scenario. A number of applications using MechanoBeat have been explored and the results have been presented in the paper.
Md. Farhan Tasnim Oshim, Julian Killingback, Dave Follette, Huaishu Peng, Tauhidur Rahman
UIST4
2019 FormFab: Continuous Interactive Fabrication
abstract
Several systems have illustrated the concept of interactive fabrication, i.e. rather than working through a digital editor, users make edits directly on the physical workpiece. However, so far the interaction has been limited to turn-taking, i.e., users first perform a command and then the system responds with physical feedback. In this paper, we present a first step towards interactive fabrication that changes the workpiece continuously while the user is manipulating it.
Stefanie Mueller 0001, Anna Seufert, Huaishu Peng, Robert Kovacs, Kevin Reuss, François Guimbretière, Patrick Baudisch
TEI3
2019 Ondulé: Designing and Controlling 3D Printable Springs
abstract
We present Ondulé-an interactive design tool that allows novices to create parameterizable deformation behaviors in 3D-printable models using helical springs and embedded joints. Informed by spring theory and our empirical mechanical experiments, we introduce spring and joint-based design techniques that support a range of parameterizable deformation behaviors, including compress, extend, twist, bend, and various combinations. To enable users to design and add these deformations to their models, we introduce a custom design tool for Rhino. Here, users can convert selected geometries into springs, customize spring stiffness, and parameterize their design with mechanical constraints for desired behaviors. To demonstrate the feasibility of our approach and the breadth of new designs that it enables, we showcase a set of example 3D-printed applications from launching rocket toys to tangible storytelling props. We conclude with a discussion of key challenges and open research questions.
Liang He 0005, Huaishu Peng, Michelle Lin, Ravikanth Konjeti, François Guimbretière, Jon Froehlich
UIST2
2018 RoMA: Interactive Fabrication with Augmented Reality and a Robotic 3D Printer
abstract
We present the Robotic Modeling Assistant (RoMA), an interactive fabrication system providing a fast, precise, hands-on and in-situ modeling experience. As a designer creates a new model using RoMA AR CAD editor, features are constructed concurrently by a 3D printing robotic arm sharing the same design volume. The partially printed physical model then serves as a tangible reference for the designer as she adds new elements to her design. RoMA's proxemics-inspired handshake mechanism between the designer and the 3D printing robotic arm allows the designer to quickly interrupt printing to access a printed area or to indicate that the robot can take full control of the model to finish printing. RoMA lets users integrate real-world constraints into a design rapidly, allowing them to create well-proportioned tangible artifacts or to extend existing objects. We conclude by presenting the strengths and limitations of our current design.
Huaishu Peng, Jimmy Briggs, Cheng-Yao Wang, Kevin Guo, Joseph T. Kider Jr., Stefanie Mueller 0001, Patrick Baudisch, François Guimbretière
CHI1
2016 On-The-Fly Print: Incremental Printing While Modelling
abstract
Current interactive fabrication tools offer tangible feedback by allowing users to work directly on the physical model, but they are slow because users need to participate in the physical instantiation of their designs. In contrast, CAD software offers powerful tools for 3D modeling but delays access to the physical workpiece until the end of the design process. In this paper we propose On-the-Fly Print: a 3D modeling approach that allows the user to design 3D models digitally while having a low-fidelity physical wireframe model printed in parallel. Our software starts printing features as soon as they are created and updates the physical model as needed. Users can quickly check the design in a real usage context by removing the partial physical print from the printer and replacing it afterwards to continue printing. Digital content modification can be updated with quick physical correction using a retractable cutting blade. We present the detailed description of On-the-Fly Print and showcase several examples designed and printed with our system.
Huaishu Peng, Rundong Wu, Steve Marschner, François Guimbretière
CHI1
2016 A 3D Printer for Interactive Electromagnetic Devices
abstract
We introduce a new form of low-cost 3D printer to print interactive electromechanical objects with wound in place coils. At the heart of this printer is a mechanism for depositing wire within a five degree of freedom (5DOF) fused deposition modeling (FDM) 3D printer. Copper wire can be used with this mechanism to form coils which induce magnetic fields as a current is passed through them. Soft iron wire can additionally be used to form components with high magnetic permeability which are thus able to shape and direct these magnetic fields to where they are needed. When fabricated with structural plastic elements, this allows simple but complete custom electromagnetic devices to be 3D printed. As examples, we demonstrate the fabrication of a solenoid actuator for the arm of a Lucky Cat figurine, a 6-pole motor stepper stator, a reluctance motor rotor and a Ferrofluid display. In addition, we show how printed coils which generate small currents in response to user actions can be used as input sensors in interactive devices.
Huaishu Peng, François Guimbretière, James McCann, Scott E. Hudson
UIST1
2016 Printing arbitrary meshes with a 5DOF wireframe printer
abstract
Traditional 3D printers fabricate objects by depositing material to build up the model layer by layer. Instead printing only wireframes can reduce printing time and the cost of material while producing effective depictions of shape. However, wireframe printing requires the printer to undergo arbitrary 3D motions, rather than slice-wise 2D motions, which can lead to collisions with already-printed parts of the model. Previous work has either limited itself to restricted meshes that are collision free by construction, or simply dropped unreachable parts of the model, but in this paper we present a method to print arbitrary meshes on a 5DOF wireframe printer. We formalize the collision avoidance problem using a directed graph, and propose an algorithm that finds a locally minimal set of constraints on the order of edges that guarantees there will be no collisions. Then a second algorithm orders the edges so that the printing progresses smoothly. Though meshes do exist that still cannot be printed, our method prints a wide range of models that previous methods cannot, and it provides a fundamental enabling algorithm for future development of wireframe printing.
Rundong Wu, Huaishu Peng, François Guimbretière, Steve Marschner
ACM Trans. Graph.2
2015 A Layered Fabric 3D Printer for Soft Interactive Objects
abstract
We present a new type of 3D printer that can form precise, but soft and deformable 3D objects from layers of off-the-shelf fabric. Our printer employs an approach where a sheet of fabric forms each layer of a 3D object. The printer cuts this sheet along the 2D contour of the layer using a laser cutter and then bonds it to previously printed layers using a heat sensitive adhesive. Surrounding fabric in each layer is temporarily retained to provide a removable support structure for layers printed above it. This process is repeated to build up a 3D object layer by layer. Our printer is capable of automatically feeding two separate fabric types into a single print. This allows specially cut layers of conductive fabric to be embedded in our soft prints. Using this capability we demonstrate 3D models with touch sensing capability built into a soft print in one complete printing process, and a simple LED display making use of a conductive fabric coil for wireless power reception.
Huaishu Peng, Jennifer Mankoff, Scott E. Hudson, James McCann
CHI1
2015 D-Coil: A Hands-on Approach to Digital 3D Models Design
abstract
We introduce D-Coil, a new digital 3D modeling approach using wax coiling to bring tangibility to the design of digital models. After defining a shape to extrude, the users follow the lead of a hand-held actuated extruder to instantiate the actual extrusion using wax. The tangibility of the wax extrusion sets the stage to create the next components until the digital model is completed. The digital model affords all digital attributes (ease of transformation, distribution, and 3D printing) while the wax artifact can be discarded or kept as a one-of-a-kind memento. We present a proof-of-concept implementation of D-Coil and showcase how this additive approach can also be extended to a subtractive process using a digitally actuated cutter. By adding a 6DOF mouse, users can also include scaling, rotation, and bending effects to create a wide variety of shapes often difficult for novices to produce in standard CAD software.
Huaishu Peng, Amit Zoran, François Guimbretière
CHI1
2014 BodyBeat: a mobile system for sensing non-speech body sounds
abstract
In this paper, we propose BodyBeat, a novel mobile sensing system for capturing and recognizing a diverse range of non-speech body sounds in real-life scenarios. Non-speech body sounds, such as sounds of food intake, breath, laughter, and cough contain invaluable information about our dietary behavior, respiratory physiology, and affect. The BodyBeat mobile sensing system consists of a custom-built piezoelectric microphone and a distributed computational framework that utilizes an ARM microcontroller and an Android smartphone. The custom-built microphone is designed to capture subtle body vibrations directly from the body surface without being perturbed by external sounds. The microphone is attached to a 3D printed neckpiece with a suspension mechanism. The ARM embedded system and the Android smartphone process the acoustic signal from the microphone and identify non-speech body sounds. We have extensively evaluated the BodyBeat mobile sensing system. Our results show that BodyBeat outperforms other existing solutions in capturing and recognizing different types of important non-speech body sounds.
Tauhidur Rahman, Alexander Travis Adams, Mi Zhang 0002, Erin Cherry, Bobby Zhou, Huaishu Peng, Tanzeem Choudhury
MobiSys6
2013 Make your own piccolo
abstract
Piccolo is a miniature Arduino-compatible open source kit for tinkering with basic CNC output. In this studio, we introduce CNC as a concept, guide users to make their own Piccolo, and create artifacts with it. The participants' creations and suggestions will contribute to the development of Piccolo.
Greg Saul, Tiago Rorke, Huaishu Peng
TEI3
2012 Algo.Rhythm: computational thinking through tangible music device
abstract
I present the design of Algo.Rhythm, a tangible computational drum kit with programmable behaviors. By arranging and physically connecting a number of drum-bots, each of them records beat patterns from outside world or its precursor, replays the patterns in selectable ways, and passes the rhythm to its neighbors along the drum-bot's surface in 3D space. The construction of drum-bots and the delivery of the beat patterns provide users a unique opportunity to learn a set of computational concepts like sequential execution, iteration, or forking through composing music.
Huaishu Peng
TEI1
2011 TouchSound: making sounds with everyday objects
abstract
In this paper I am presenting TouchSound, a wearable device that generates sounds and music by interacting with everyday objects by hand. By mixing tactile and auditory sensations, TouchSound promotes enjoyable musical experiences. It could be used by musicians to explore new ways to perform music, for educators to teach music to kids, and provide an opportunity for people to play music by touching everyday objects.
Huaishu Peng
TEI1