EDBT 2026 Demo / reviewers in the wild / expert
Hiroshi Ishii 0001
dblp:45/2605-1
· DBLP profile ↗
130ranked-venue papers
8as first author
18since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 127 · 8 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 3 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Sonic Portal: Designing Interactive Soundscapes for Shared Memory and Community Connection
Alaa S. Algargoosh, Hayoun Noh, Yuqing Lucy Li, Xiao Xiao 0001, Hiroshi Ishii 0001 |
DIS | 5 |
| 2026 | Vision-Driven Design
Hiroshi Ishii 0001 |
AVI | 1 |
| 2026 | ReTouche: Embodied Representations for Self-Guided Piano LearningabstractLearning to play music is an embodied process, but traditional tools like scores and recordings overlook the role of gesture. While video tutorials offer visual cues, they remain detached from the instrument. We present ReTouche, an interactive system that projects synchronized notes and hand gestures directly onto the actuated keys of a player piano. The system includes a pipeline for adapting publicly available overhead-view YouTube videos and supports interactions for video-based learning, such as sectional practice, layered guidance, and self-recording. We evaluate ReTouche through a comparative structured observation study with YouTube-based self-learning (n=18), a two-week autoethnography study (n=3), and a focus group with professional piano teachers (n=4). Our findings show that embodied representations can ground self-guided piano learning by anchoring gesture, sound, and action within the instrument. Learners appropriated these representations to develop strategies and sustain motivation, while teachers saw potential for integrating ReTouche as a complement to conventional pedagogy. Paul-Peter Arslan, Hayoun Noh, Mariana Aki Tamashiro, Louis Badr, Brianna Lebrun, Påvel G. Lindberg, Hiroshi Ishii 0001, Xiao Xiao 0001 |
CHI | 7 |
| 2026 | Co-Ideation Across Time: Revitalizing Legacy Design Sketchnotes with Conversational AI Agents to Foster Intergenerational CollaborationabstractWhile legacy sketchnotes capture rich design rationales and inspirations, they are rarely reused in contemporary practice. We present Co-Ideation Across Time (CIAT), utilizing Large Language Models (LLMs) to transform decades-old design sketchnotes into interactive "AI-augmented Knowledge Objects". Our system digitizes over 2,000 pages of alumni sketchnotes and connects them with conversational agents trained on corresponding theses and publications, enabling current and future students to engage in multimodal dialogue with past ideas and researchers. An exploratory evaluation with 12 participants showed that interacting with the system stimulated deeper understanding of abstract concepts, idea diversity, and fostered a stronger sense of continuity with the community’s legacy. Our contributions are threefold: (1) a method for integrating design legacies with LLM-driven conversational agents; (2) an empirical study demonstrating how this approach supports learning and intergenerational knowledge sharing; and (3) a conceptual framing of AI-Augmented Knowledge Objects as active participants in design ideation. Yuqing Lucy Li, Quincy Kuang, Xiao Xiao 0001, Jean-Baptiste Labrune, Hiroshi Ishii 0001 |
CHI | 5 |
| 2026 | PixBric: Precision Morphological Control of Pre-Stretched Fabrics Through Tessellated Primitive Geometriesabstract3D printing onto pre-stretched fabrics has emerged as a promising technique for fabricating self-shaping textiles. However, resulting morphing behaviors are often dictated by heuristics or arbitrarily selected parameters. We present PixBric, a pixel-based design framework that enables precise morphological control through tessellated primitive geometries printed onto biaxially stretched fabrics. Upon release, these units buckle into programmed 3D forms including undulations, curling, and bistable snapping. PixBric integrates parametric modeling, mechanical simulation, and empirical evaluation to map geometric parameters to deformation outcomes. We demonstrate applications spanning morphable typography, wearable rings, and reconfigurable surfaces. PixBric bridges digital simulation (tide) with the mechanical constraints of elastic substrates (tied), transforming complex material behaviors into accessible tools for learning, experimentation, and creative fabrication. Hye Jun Youn, Jun Kyu Choe, Sooyeon Ahn 0001, Marcello Tania, Serena Xin Wei Sara, Hiroshi Ishii 0001 |
TEI | 6 |
| 2026 | Rapid Prototyping of Shape-Morphing Fabrics through Parametric DesignabstractThis studio explores rapid prototyping of shape-morphing fabrics as tangible interfaces by combining parametric modeling tools with accessible 3D printing techniques. Participants will experiment with two textile-based fabrication methods: (1) 3D printing on pre-stretched textiles for programmable morphing, and (2) printing TPU-based modular mesh structures with varying parameters to explore material properties. Through hands-on exercises, participants will investigate how material parameters—such as pattern, scale, thickness, and density—define fundamental rules for shape morphing and enable the creation of responsive, expressive, and multi-stable tangible artifacts. Emphasizing thinking-through-design for desired material behaviors, the studio invites HCI researchers and designers to collaboratively explore and critically reflect on the benefits, limitations, and future integration of shape-morphing interfaces. Hye Jun Youn, Serena Xin Wei Sara, Yue Yang 0005, Hiroshi Ishii 0001 |
TEI | 4 |
| 2025 | ReMirrorFugue: Examining the Emotional Experience of Presence and (Illusory) Communications Across TimeabstractCHI ’25, Yokohama, Japan Xiao Xiao 0001, Hayoun Noh, Adrien Lefèvre, Yuqing Lucy Li, Holly McKee, Alaa S. Algargoosh, Hiroshi Ishii 0001 |
CHI | 7 |
| 2025 | Picto: Crafting Remote Tangible Gestures via Recordable, Replayable, and Shareable MotionsabstractTEI ’25, March 04–07, 2025, Bordeaux / Talence, France Kyung Yun Choi, Taehee Jung, Noble C. Harasha, Hiroshi Ishii 0001 |
TEI | 4 |
| 2025 | BioLIG: Functionalizing Biocomposites with Laser-induced Graphene for Bio-Rapid Prototyping of ElectronicsabstractUIST ’25, Busan, Republic of Korea Yuqing Lucy Li, Vlasta Kubusová, Wedyan Babatain, Jean-Baptiste Labrune, Sage A Widder, Bernice Sun, Jack Forman, Hiroshi Ishii 0001 |
UIST | 8 |
| 2024 | An Accessible, Three-Axis Plotter for Enhancing Calligraphy Learning through Generated MotionabstractLearning a motor skill is essential for many aspects of our lives. The complexity of some of these activities makes it hard for novices to understand through observation. Calligraphy writing is one such artistic practice where learners compare the visual differences between their writing and expert manuscripts and adjust until they have achieved similar results. We propose an accessible plotter-based system that guides the learner’s arm and hand in three directions with an actuated brush. It converts static Chinese calligraphy manuscripts to G-code that reproduces the calligrapher’s movement. Through a user study with twelve novice calligraphy learners, we validated the efficacy of our system as a learning tool that allows novices to gain an intuition of nuanced skills such as depth variation more effectively compared to watching a video recording of the same movement. Cathy Mengying Fang, Lingdong Huang, Quincy Kuang, Zach Lieberman, Pattie Maes, Hiroshi Ishii 0001 |
CHI | 6 |
| 2023 | Selective Patterning of Liquid Metal-Based Soft Electronics via Laser-Induced Graphene ResidueabstractLiquid metal-based flexible and stretchable electronics have the ability to sense, power, and communicate, making them suitable for non-intrusive wearable devices for monitoring of and augmenting human activities in everyday life. However, incorporating these functionalities into body sensor networks is challenging due to limitations in fabrication methods that are both high throughput and accessible, as well as the durability of the materials used, which need to withstand repeated mechanical stresses in daily use. In this study, we present a novel approach to patterning liquid metal using laser-induced graphene residue as a non-wetting barrier. The proposed method can resolve liquid metal traces up to 200 μm wide. The electrical and mechanical properties of the liquid metal traces enable these electronic devices to stretch up to 40% and bend with radii as small as 5mm, ensuring reliable connectivity for wearable human-machine interfaces. Furthermore, by transferring optimized liquid metal patterns onto a PDMS substrate, we successfully demonstrate a range of soft electronic devices that enable accessible and conformal interface with the human body without mechanical limitations. Wedyan Babatain, Ozgun Kilic Afsar, Fabian Velasquez, Hiroshi Ishii 0001 |
BSN | 4 |
| 2023 | Corsetto: A Kinesthetic Garment for Designing, Composing for, and Experiencing an Intersubjective Haptic VoiceabstractWe present a novel intercorporeal experience – an intersubjective haptic voice. Through an autobiographical design inquiry, based on singing techniques from the classical opera tradition, we created Corsetto, a kinesthetic garment for transferring somatic reminiscents of vocal experience from an expert singer to a listener. We then composed haptic gestures enacted in the Corsetto, emulating upper-body movements of the live singer performing a piece by Morton Feldman named Three Voices. The gestures in the Corsetto added a haptics-based ‘fourth voice’ to the immersive opera performance. Finally, we invited audiences who were asked to wear Corsetto during live performances. Afterwards they engaged in micro-phenomenological interviews. The analysis revealed how the Corsetto managed to bridge inner and outer bodily sensations, creating a feeling of a shared intercorporeal experience, dissolving boundaries between listener, singer and performance. We propose that ‘intersubjective haptics’ can be a generative medium not only for singing performances, but other possible intersubjective experiences. Ozgun Kilic Afsar, Yoav Luft, Kelsey Cotton, Ekaterina R. Stepanova, Claudia Núñez-Pacheco, Rébecca Kleinberger, Fehmi Ben Abdesslem, Hiroshi Ishii 0001, Kristina Höök |
CHI | 8 |
| 2023 | FibeRobo: Fabricating 4D Fiber Interfaces by Continuous Drawing of Temperature Tunable Liquid Crystal ElastomersabstractWe present FibeRobo, a thermally-actuated liquid crystal elastomer (LCE) fiber that can be embedded or structured into textiles and enable silent and responsive interactions with shape-changing, fiber-based interfaces. Three definitive properties distinguish FibeRobo from other actuating threads explored in HCI. First, they exhibit rapid thermal self-reversing actuation with large displacements (∼40%) without twisting. Second, we present a reproducible UV fiber drawing setup that produces hundreds of meters of fiber with a sub-millimeter diameter. Third, FibeRobo is fully compatible with existing textile manufacturing machinery such as weaving looms, embroidery, and industrial knitting machines. This paper contributes to developing temperature-responsive LCE fibers, a facile and scalable fabrication pipeline with optional heating element integration for digital control, mechanical characterization, and the establishment of higher hierarchical textile structures and design space. Finally, we introduce a set of demonstrations that illustrate the design space FibeRobo enables. Jack Forman, Ozgun Kilic Afsar, Sarah Nicita, Rosalie Hsin-Ju Lin, Megan Hofmann, Akshay Kothakonda, Zachary Gordon, Cédric Honnet, Kristen L. Dorsey, Neil Gershenfeld, Hiroshi Ishii 0001 |
UIST | 12 |
| 2022 | (Dis)Appearables: A Concept and Method for Actuated Tangible UIs to Appear and Disappear based on Stagesabstract(Dis)Appearables is an approach for actuated Tangible User Interfaces (TUIs) to appear and disappear. This technique is supported by Stages: physical platforms inspired by theatrical stages. Self-propelled TUI’s autonomously move between front and back stage allowing them to dynamically appear and disappear from users’ attention. This platform opens up a novel interaction design space for expressive displays with dynamic physical affordances. Ken Nakagaki, Jordan L. Tappa, Yi Zheng 0010, Jack Forman, Joanne Leong, Sven Koenig, Hiroshi Ishii 0001 |
CHI | 7 |
| 2021 | Self-deStaining Textiles: Designing Interactive Systems with Fabric, Stains and LightabstractThis work introduces “destaining” as an interactive component for the HCI community. While staining happens unintentionally (e.g., spilling coffee), destaining can be used as an intentional design tool that selectively degrades stains on textiles. We explore the design space using silver doped titanium dioxide (TiO2/Ag), stains and light as a set of design primitives for interactive systems. We then developed replicable and accessible fabrication and testing methods that enable HCI researchers and designers to upgrade various fabrics to self-destaining textiles. Next, we demonstrate a Self-deStaining textile interface with embedded Light Emitting Diodes (LEDs) and moisture sensors that activate cleaning. Lastly, we showcase how the textile can be used in everyday objects such as self-cleaning clothes, a patterning station for phone cases, and accessories that change patterns and colors based on the user’s experiences. Fiona Bell, Alice Hong, Andreea Danielescu 0001, Aditi Maheshwari, Ben Greenspan, Hiroshi Ishii 0001, Laura Devendorf, Mirela Alistar |
CHI | 6 |
| 2021 | Therms-Up!: DIY Inflatables and Interactive Materials by Upcycling Wasted Thermoplastic BagsabstractWe introduce a DIY method of creating inflatables and prototyping interactive materials from wasted thermoplastic bags that easily found at home. We used a inexpensive FFF 3D printer, without any customization of the printer, to heat-seal and patterning different types of mono and multilayered thermoplastic bags. We characterized 8 different types of commonly-used product package’s plastic film which are mostly made of polypropylene and polyethylene, and provided 3D printer settings for re-purposing each material. In addition to heat-sealing, we explored a new design space of using a 3D printer to create embossing, origami creases, and textures on thermoplastic bags, and demonstrate examples of applying this technique to create various materials for rapid design and prototyping. To validate the durability of the inflatables, we evaluated 9 different thermoplastic air pouches’ heat-sealed bonding strength. Lastly, we show use-case scenarios of prototyping products and interface, and creating playful experience at home. Kyung Yun Choi, Hiroshi Ishii 0001 |
TEI | 2 |
| 2021 | inDepth: Force-based Interaction with Objects beyond A Physical BarrierabstractWe propose inDepth, a novel system that enables force-based interaction with objects beyond a physical barrier by using scalable force sensor modules. inDepth transforms a physical barrier (eg. glass showcase or 3D display) to a tangible input interface that enables users to interact with objects out of reach, by applying finger pressure on the barrier’s surface. To achieve this interaction, our system tracks the applied force as a directional vector by using three force sensors installed underneath the barrier. Meanwhile, our force-to-depth conversion algorithm translates force intensity into a spatial position along its direction beyond the barrier. Finally, the system executes various operations on objects in that position based on the type of application. In this paper, we introduce inDepth concept and its design space. We also demonstrate example applications, including selecting items in showcases and manipulating 3D rendered models. Takatoshi Yoshida, Junichi Ogawa, Kyung Yun Choi, Sanad Bushnaq, Ken Nakagaki, Hiroshi Ishii 0001 |
TEI | 6 |
| 2021 | OmniFiber: Integrated Fluidic Fiber Actuators for Weaving Movement based Interactions into the 'Fabric of Everyday Life'abstractFiber – a primitive yet ubiquitous form of material – intertwines with our bodies and surroundings, from constructing our fibrous muscles that enable our movement, to forming fabrics that intimately interface with our skin. In soft robotics and advanced materials science research, actuated fibers are gaining interest as thin, flexible materials that can morph in response to external stimuli. In this paper, we build on fluidic artificial muscles research to develop OmniFiber - a soft, line-based material system for designing movement-based interactions. We devised actuated thin (øouter < 1.8 mm) fluidic fibers with integrated soft sensors that exhibit perceivably strong forces, up to 19 N at 0.5 MPa, and a high speed of linear actuation peaking at 150mm/s. These allow to flexibly weave them into everyday tangible interactions; including on-body haptic devices for embodied learning, synchronized tangible interfaces for remote communication, and robotic crafting for expressivity. The design of such interactive capabilities is supported by OmniFiber’s design space, accessible fabrication pipeline, and a fluidic I/O control system to bring omni-functional fluidic fibers to the HCI toolbox of interactive morphing materials. Ozgun Kilic Afsar, Ali Shtarbanov, Hila Mor, Ken Nakagaki, Jack Forman, Karen Modrei, Seung Hee Jeong, Klas Hjort, Kristina Höök, Hiroshi Ishii 0001 |
UIST | 10 |
| 2020 | Venous Materials: Towards Interactive Fluidic MechanismsabstractVenous Materials is a novel concept and approach of an interactive material utilizing fluidic channels. We present a design method for fluidic mechanisms that respond to deformation by mechanical inputs from the user, such as pressure and bending. We designed a set of primitive venous structures that act as embedded analog fluidic sensors, displaying flow and color change. In this paper, we consider the fluid as the medium to drive tangible information triggered by deformation, and at the same time, to function as a responsive display of that information. To provide users with a simple way to create and validate designs of fluidic structures, we built a software platform and design tool UI. This design tool allows users to quickly design the geometry, and simulate the flow with intended mechanical force dynamically. We present a range of applications that demonstrate how Venous Materials can be utilized to augment interactivity of everyday physical objects. Hila Mor, Tianyu Yu 0001, Ken Nakagaki, Benjamin Harvey Miller, Hiroshi Ishii 0001 |
CHI | 6 |
| 2020 | ambienBeat: Wrist-worn Mobile Tactile Biofeedback for Heart Rate Rhythmic RegulationabstractWe present a wrist-worn mobile heart rate regulator -- ambienBeat -- which provides closed-loop biofeedback via tactile stimulus based on users' heartbeat rate (HR). We applied the principle of physiological synchronization via touch to achieve our goal of effortless regulation of HR, which is tightly coupled with mental stress levels. ambienBeat provides various patterns of tactile stimuli, which mimics the feeling of a heartbeat pulse, to guide user's HR to resonate with its rhythmic, tactile patterns. The strength and rhythmic patterns of tactile stimulation are controlled to a level below the cognitive threshold of an individual's tactile sensitivity on their wrist so as to minimize task disturbance. Here we present an acoustically noise-less soft voice-coil actuator to render the ambient tactile stimulus and present the system and implementation process. We evaluated our system by comparing it to ambient auditory and visual guidance. Results from the user study shows that the tactile stimulation was effective in guiding user's HR to resonate with ambienBeat to either calm or boost the heart rate using minimal cognitive load. Kyung Yun Choi, Hiroshi Ishii 0001 |
TEI | 2 |
| 2020 | WraPr: Spool-Based Fabrication for Object Creation and ModificationabstractWe propose a novel fabrication method for 3D objects based on the principle of spooling. By wrapping off-the-shelf materials such as thread, ribbon, tape or wire onto a core structure, new objects can be created and existing objects can be augmented with desired aesthetic and functional qualities. Our system, WraPr, enables gesture-based modelling and controlled thread deposition. We outline and explore the design space for this approach. Various examples are fabricated to demonstrate the possibility to attain a range of physical and functional properties. The simplicity of the proposed method opens the grounds for a light-weight fabrication approach for the generation of new structures and the customization of existing objects using soft materials. Joanne Leong, Florian Perteneder, Ken Nakagaki, Hiroshi Ishii 0001 |
TEI | 5 |
| 2020 | Prototyping Interactive Fluidic MechanismsabstractIn this hands-on studio we introduce a method of designing and prototyping fluidic mechanisms that utilize the flow as both deformation sensors and displays. A fabrication process and the featured materials will be provided to allow participants to design and prototype self-contained fluidic channels. These channels are designed to respond to mechanical inputs such as deformation and pressure with flow and color change. We will introduce a specialized software plugin for design and flow simulation that enables simple and rapid modelling with optimization of the fluidic mechanism. The goal of this studio is to provide researchers, designers and makers with hand-on experience in designing fluidic mechanisms, coupling shape-change (i.e. deformation input) with displayed response. Our method allows participants to explore meaningful applications such as on-body wearable devices for augmenting motion and animating objects such as interactive books, lampshades and packaging. Hila Mor, Ken Nakagaki, Tianyu Yu 0001, Benjamin Harvey Miller, Hiroshi Ishii 0001 |
TEI | 6 |
| 2020 | TRANS-DOCK: Expanding the Interactivity of Pin-based Shape Displays by Docking Mechanical TransducersabstractThis paper introduces TRANS-DOCK, a docking system for pin-based shape displays that enhances their interaction capabilities for both the output and input. By simply interchanging the transducer module, composed of passive mechanical structures, to be docked on a shape display, users can selectively switch between different configurations including display sizes, resolutions, and even motion modalities to allow pins moving in a linear motion to rotate, bend and inflate. We introduce a design space consisting of several mechanical elements and enabled interaction capabilities. We then explain the implementation of the docking system and transducer design components. Our implementation includes providing the limitations and characteristics of each motion transmission method as design guidelines. A number of transducer examples are then shown to demonstrate the range of interactivity and application space achieved with the approach of TRANS-DOCK. Potential use cases to take advantage of the interchangeability of our approach are discussed. Through this paper we intend to expand expressibility, adaptability and customizability of a single shape display for dynamic physical interaction. By converting arrays of linear motion to several types of dynamic motion in an adaptable and flexible manner, we advance shape displays to enable versatile embodied interactions. Ken Nakagaki, Yingda (Roger) Liu, Chloe Nelson-Arzuaga, Hiroshi Ishii 0001 |
TEI | 4 |
| 2020 | UIST+CSCW: A Celebration of Systems Research in Collaborative and Social ComputingabstractThis joint panel between UIST and CSCW brings together leading researchers at the intersection of the conferences-systems researchers in collaborative and social computing-to engage in a discussion and retrospective. Pairs of panelists will represent each decade since the founding of the conferences, sharing a brief retrospective that surveys the most influential papers of that decade, the zeitgeist of the problems that were popular that decade and why, and what each decade's work has to say to the decades that came before and after. The panel is intended as a space to celebrate advances in the field, and reflect on the burdens and opportunities that it faces ahead. Michael S. Bernstein, Irene Greif, Wendy E. Mackay, Hiroshi Ishii 0001, Jonathan Grudin, Karrie Karahalios, Meredith Ringel Morris, Aniket Kittur, Jaime Teevan, Amy X. Zhang, Niloufar Salehi |
UIST | 4 |
| 2020 | DefeXtiles: 3D Printing Quasi-Woven Fabric via Under-ExtrusionabstractWe present DefeXtiles, a rapid and low-cost technique to produce tulle-like fabrics on unmodified fused deposition modeling (FDM) printers. The under-extrusion of filament is a common cause of print failure, resulting in objects with periodic gap defects. In this paper, we demonstrate that these defects can be finely controlled to quickly print thinner, more flexible textiles than previous approaches allow. Our approach allows hierarchical control from micrometer structure to decameter form and is compatible with all common 3D printing materials. Jack Forman, Mustafa Doga Dogan, Hamilton Forsythe, Hiroshi Ishii 0001 |
UIST | 4 |
| 2020 | HERMITS: Dynamically Reconfiguring the Interactivity of Self-propelled TUIs with Mechanical Shell Add-onsabstractWe introduce HERMITS, a modular interaction architecture for self-propelled Tangible User Interfaces (TUIs) that incorporates physical add-ons, referred to as mechanical shells. The mechanical shell add-ons are intended to be dynamically reconfigured by utilizing the locomotion capability of self-propelled TUIs (e.g. wheeled TUIs, swarm UIs). We developed a proof-of-concept system that demonstrates this novel architecture using two-wheeled robots and a variety of mechanical shell examples. These mechanical shell add-ons are passive physical attatchments that extend the primitive interactivities (e.g. shape, motion and light) of the self-propelled robots. Ken Nakagaki, Joanne Leong, Jordan L. Tappa, João Wilbert, Hiroshi Ishii 0001 |
UIST | 5 |
| 2019 | reSpire: Self-awareness and Interpersonal Connectedness through Shape-changing Fabric DispalyabstractreSpire lets people bring tangibility to their invisible physiological state through shape-changing fabric deformed by airflow. We explore a way to support mental wellness via improving a self-interaction and interpersonal connectedness. reSpire encourages not only people to focus on their connection to inner body but also to interact with others through playful tangible interactions in the same location and develop a empathy. We created a non-machine like interface responsive to users' respiration patterns and hand gestures using a fabric and its deformation by airflow control. We also introduce a computational model to simulate the deformation of fabric by the variance of airflow pres-sure and direction. Various interaction scenarios highlight its applications not only to health but also to interactive art installation. Kyung Yun Choi, Valentina Sumini, Hiroshi Ishii 0001 |
Creativity & Cognition | 3 |
| 2019 | Bubble Talk: Open-source Interactive Art Toolkit for Metaphor of Modern Digital ChatabstractIn this art project, the ephemeral and intangible aspects of human's communication are represented by soap-bubble. The shapeless, intangible, and insubstantial speech - once the speech is shouted out through speaker's mouth it disappears unless someone hears it immediately, or even it is heard, the message will be forgotten as time goes - is transferred to a semi-tangible yet still fleeting bubble. The bubble machine that we created provides person-to-person and person-to-space interaction. The machine has a iris mechanism that varies its outlet size reacting to the participant's speech pattern as if it tries to talk something. Once the participant pauses, the machine blows out various sizes of bubble. The floating bubble represents the subtle state of a message from interpersonal communications that lies in the middle of real and digital world. Also, it creates a certain delay until it pops, which is a metaphor of our behavior that we often delay to send out text-messages through chatting apps. We believe that anyone can be an artist. By open-sourcing the details of fabrication process and materials, we want to encourage people to build the machine, interact with it at any locations, and use and modify it as a art tool for realizing their own ideas whether it is for art or not. Kyung Yun Choi, Hiroshi Ishii 0001 |
TEI | 2 |
| 2019 | inFORCE: Bi-directional 'Force' Shape Display for Haptic InteractionabstractWhile previously proposed hardware on pin-based shape display has improved various technical aspects, there has been a clear limitation on the haptic quality of variable 'force' feedback. In this paper, we explore a novel haptic interaction design space with 'force' controlled shape display. Utilizing high performance linear actuators with current reading functionality, we built a 10 x 5 'force' shape display, named inFORCE, that can both detect and exert variable force on individual pins. By integrating closed-loop force control, our system can provide real-time variable haptic feedback in response to the way users press the pins. Our haptic interaction design space includes volumetric haptic feedback, material emulation, layer snapping, and friction. Our proposed interaction methods, for example, enables people to "press through'' computationally rendered dynamic shapes to understand the internal structure of 3D volumetric information. We also demonstrate a material property capturing functionality. Our technical evaluation and user study assesses the hardware capability and haptic perception through interaction with inFORCE. We also discuss application spaces that 'force' shape display can be used for. Ken Nakagaki, Daniel Fitzgerald, Zhiyao (John) Ma, Luke Vink, Daniel S. Levine 0002, Hiroshi Ishii 0001 |
TEI | 6 |
| 2019 | Mole Messenger: Pushable Interfaces for Connecting Family at a DistanceabstractMole Messenger is a pair of connected creatures that help children share and send messages to their loved ones who may be far away. Each Mole Messenger box houses a pushable mole. When one is pushed, the other pops up, as if traversing to the other side of the globe. The mole can be tapped to carry different color messages when pushed and can be used to play physically engaged games across distances. This paper describes the design and implementation of the system, explores various approaches within the design space, engages with the context and user experience, and meditates on the potential for positive psychological impact. Inspired by one family's story of separation and how they helped their children stay connected, we hope Mole Messenger can become an important tool for communication and healthy emotional development in children. Xiaoyan Shen, Maggie George, Stephan Hernandez, Agatha Park, Hiroshi Ishii 0001 |
TEI | 6 |
| 2019 | milliMorph - Fluid-Driven Thin Film Shape-Change Materials for Interaction DesignabstractThis paper presents a design space, a fabrication system and applications of creating fluidic chambers and channels at millimeter scale for tangible actuated interfaces. The ability to design and fabricate millifluidic chambers allows one to create high frequency actuation, sequential control of flows and high resolution design on thin film materials. We propose a four dimensional design space of creating these fluidic chambers, a novel heat sealing system that enables easy and precise millifluidics fabrication, and application demonstrations of the fabricated materials for haptics, ambient devices and robotics. As shape-change materials are increasingly integrated in designing novel interfaces, milliMorph enriches the library of fluid-driven shape-change materials, and demonstrates new design opportunities that is unique at millimeter scale for product and interaction design. Qiuyu Lu, Jifei Ou, João Wilbert, André Haben, Haipeng Mi, Hiroshi Ishii 0001 |
UIST | 6 |
| 2019 | SCALE: Enhancing Force-based Interaction by Processing Load Data from Load Sensitive ModulesabstractSCALE provides a framework for load data from distributed load-sensitive modules for exploring force-based interaction. Force conveys not only the force vector itself but also rich information about activities, including way of touching, object location and body motion. Our system captures these interactions on a single pipeline of load data processing. Furthermore, we have expanded the interaction area from a flat 2D surface to 3D volume by building a mathematical framework, which enables us to capture the vertical height of a touch point. These technical invention opens broad applications, including general shape capturing and motion recognition. We have packaged the framework into a physical prototyping kit, and conducted a workshop with product designers to evaluate our system in practical scenarios. Takatoshi Yoshida, Xiaoyan Shen, Koichi Yoshino, Ken Nakagaki, Hiroshi Ishii 0001 |
UIST | 5 |
| 2018 | KinetiX - designing auxetic-inspired deformable material structures
Jifei Ou, Zhao Ma, Jannik Peters 0002, Sen Dai, Nikolaos Vlavianos, Hiroshi Ishii 0001 |
Comput. Graph. | 6 |
| 2017 | AnimaStage: Hands-on Animated Craft on Pin-based Shape DisplaysabstractIn this paper, we present AnimaStage: a hands-on animated craft platform based on an actuated stage. Utilizing a pin-based shape changing display, users can animate their crafts made from various materials. Through this system, we intend to lower the barrier for artists and designers to create actuated objects and to contribute to interaction design using shape changing interfaces for inter-material interactions. We introduce a three-phase design process for AnimaStage with examples of animated crafts. We implemented the system with several control modalities that allow users to manipulate the motion of the crafts so that they could easily explore their desired motion through an iterative process. To complement the animated crafts, dynamic landscapes can also be rendered. We conducted a user study to observe the subject and process by which people make crafts using AnimaStage. We invited participants with different backgrounds to design and create crafts using multiple materials and craft techniques. A variety of outcomes and application spaces were found in this study. Ken Nakagaki, Udayan Umapathi, Daniel Leithinger, Hiroshi Ishii 0001 |
Conference on Designing Interactive Systems | 4 |
| 2017 | Organic Primitives: Synthesis and Design of pH-Reactive Materials using Molecular I/O for Sensing, Actuation, and InteractionabstractIn this paper we present Organic Primitives, an enabling toolbox that expands upon the library of input-output devices in HCI and facilitates the design of interactions with organic, fluid-based systems. We formulated color, odor and shape changing material primitives which act as sensor-actuators that convert pH signals into human-readable outputs. Food-grade organic molecules anthocyanin, vanillin, and chitosan were employed as dopants to synthesize materials which output a spectrum of colors, degrees of shape deformation, and switch between odorous and non-odorous states. We evaluated the individual output properties of our sensor-actuators to assess the rate, range, and reversibility of the changes as a function of pH 2-10. We present a design space with techniques for enhancing the functionality of the material primitives, and offer passive and computational methods for controlling the material interfaces. Finally, we explore applications enabled by Organic Primitives under four contexts: environmental, cosmetic, edible, and interspecies. Viirj Kan, Emma Vargo, Noa Machover, Hiroshi Ishii 0001, Serena Pan, Weixuan 'Vincent' Chen, Yasuaki Kakehi |
CHI | 4 |
| 2017 | Printflatables: Printing Human-Scale, Functional and Dynamic Inflatable ObjectsabstractPrintflatables is a design and fabrication system for human-scale, functional and dynamic inflatable objects. We use inextensible thermoplastic fabric as the raw material with the key principle of introducing folds and thermal sealing. Upon inflation, the sealed object takes the expected three dimensional shape. The workflow begins with the user specifying an intended 3D model which is decomposed to two dimensional fabrication geometry. This forms the input for a numerically controlled thermal contact iron that seals layers of thermoplastic fabric. In this paper, we discuss the system design in detail, the pneumatic primitives that this technique enables and merits of being able to make large, functional and dynamic pneumatic artifacts. We demonstrate the design output through multiple objects which could motivate fabrication of inflatable media and pressure-based interfaces. Harpreet Sareen, Udayan Umapathi, Patrick Shin, Yasuaki Kakehi, Jifei Ou, Hiroshi Ishii 0001, Pattie Maes |
CHI | 6 |
| 2017 | Transformative Appetite: Shape-Changing Food Transforms from 2D to 3D by Water Interaction through CookingabstractWe developed a concept of transformative appetite, where edible 2D films made of common food materials (protein, cellulose or starch) can transform into 3D food during cooking. This transformation process is triggered by water adsorption, and it is strongly compatible with the 'flat packaging' concept for substantially reducing shipping costs and storage space. To develop these transformable foods, we performed material-based design, established a hybrid fabrication strategy, and conducted performance simulation. Users can customize food shape transformations through a pre-defined simulation platform, and then fabricate these designed patterns using additive manufacturing. Three application techniques are provided - 2D-to-3D folding, hydration-induced wrapping, and temperature-induced self-fragmentation, to present the shape, texture, and interaction with food materials. Based on this concept, several dishes were created in the kitchen, to demonstrate the futuristic dining experience through materials-based interaction design. Wen Wang 0003, Lining Yao, Chin-Yi Cheng, Daniel S. Levine 0002, Hiroshi Ishii 0001 |
CHI | 6 |
| 2016 | Andantino: Teaching Children Piano with Projected Animated CharactersabstractThis paper explores how multi-modal body-syntonic interactive systems may be used to teach children to play the piano beyond the typical focus on reading musical scores and "surface correctness". Our work draws from Dalcroze Eurhythmics, a method of music pedagogy aimed at instilling an understanding of music rooted in the body. We present a Dalcrozian process of piano learning as a five-step iterative cycle of: listen, internalize, extend, analyze, and improvise. As a case study of how digital technologies may support this process, we present Andantino, a set of extensions of Andante, which projects musical lines as miniature light silhouettes that appear to walk on the keyboard of a player piano. We discuss features of Andantino based on each stage, or step, of the iterative framework and discuss directions for future research, based on two preliminary studies with children between the ages of 7 and 13. Xiao Xiao 0001, Pablo Puentes, Edith Ackermann, Hiroshi Ishii 0001 |
IDC | 4 |
| 2016 | Haptic Edge Display for Mobile Tactile InteractionabstractCurrent mobile devices do not leverage the rich haptic channel of information that our hands can sense, and instead focus primarily on touch based graphical interfaces. Our goal is to enrich the user experience of these devices through bi-directional haptic and tactile interactions (display and control) around the edge of hand-held devices. We propose a novel type of haptic interface, a Haptic Edge Display, consisting of actuated pins on the side of a display, to form a linear array of tactile pixels (taxels). These taxels are implemented using small piezoelectric actuators, which can be made cheaply and have ideal characteristics for mobile devices. We developed two prototype Haptic Edge Displays, one with 24 actuated pins (3.75mm in pitch) and a second with 40 pins (2.5mm in pitch). This paper describes several novel haptic interactions for the Haptic Edge Display including dynamic physical affordances, shape display, non-dominant hand interactions, and also in-pocket ``pull' style haptic notifications. In a laboratory experiment we investigated the limits of human perception for Haptic Edge Displays, measuring the just-noticeable difference for pin width and height changes for both in-hand and simulated in-pocket conditions. Sungjune Jang, Lawrence H. Kim, Kesler W. Tanner, Hiroshi Ishii 0001, Sean Follmer |
CHI | 4 |
| 2016 | Materiable: Rendering Dynamic Material Properties in Response to Direct Physical Touch with Shape Changing InterfacesabstractShape changing interfaces give physical shapes to digital data so that users can feel and manipulate data with their hands and bodies. However, physical objects in our daily life not only have shape but also various material properties. In this paper, we propose an interaction technique to represent material properties using shape changing interfaces. Specifically, by integrating the multi-modal sensation techniques of haptics, our approach builds a perceptive model for the properties of deformable materials in response to direct manipulation. As a proof-of-concept prototype, we developed preliminary physics algorithms running on pin-based shape displays. The system can create computationally variable properties of deformable materials that are visually and physically perceivable. In our experiments, users identify three deformable material properties (flexibility, elasticity and viscosity) through direct touch interaction with the shape display and its dynamic movements. In this paper, we describe interaction techniques, our implementation, future applications and evaluation on how users differentiate between specific properties of our system. Our research shows that shape changing interfaces can go beyond simply displaying shape allowing for rich embodied interaction and perceptions of rendered materials with the hands and body. Ken Nakagaki, Luke Vink, Jared Counts, Daniel Windham, Daniel Leithinger, Sean Follmer, Hiroshi Ishii 0001 |
CHI | 7 |
| 2016 | Cilllia: 3D Printed Micro-Pillar Structures for Surface Texture, Actuation and SensingabstractThis work presents a method for 3D printing hair-like structures on both flat and curved surfaces. It allows a user to design and fabricate hair geometries that are smaller than 100 micron. We built a software platform to let users quickly define the hair angle, thickness, density, and height. The ability to fabricate customized hair-like structures not only expands the library of 3D-printable shapes, but also enables us to design passive actuators and swipe sensors. We also present several applications that show how the 3D-printed hair can be used for designing everyday interactive objects. Jifei Ou, Gershon Dublon, Chin-Yi Cheng, Felix Heibeck, Karl D. D. Willis, Hiroshi Ishii 0001 |
CHI | 6 |
| 2016 | xPrint: A Modularized Liquid Printer for Smart Materials DepositionabstractTo meet the increasing requirements of HCI researchers who are looking into using liquid-based materials (e.g., hydrogels) to create novel interfaces, we present a design strategy for HCI researchers to build and customize a liquid-based smart material printing platform with off-the-shelf or easy-to-machine parts. For the hardware, we suggest a magnetic assembly-based modular design. These modularized parts can be easily and precisely reconfigured with off-the-shelf or easy-to-machine parts that can meet different processing requirements such as mechanical mixing, chemical reaction, light activation, and solution vaporization. In addition, xPrint supports an open-source, highly customizable software design and simulation platform, which is applicable for simulating and facilitating smart material constructions. Furthermore, compared to inkjet or pneumatic syringe-based printing systems, xPrint has a large range of printable materials from synthesized polymers to natural micro-organism-living cells with a printing resolution from 10μm up to 5mm (droplet size). In this paper, we will introduce the system design in detail and three use cases to demonstrate the material variability and the customizability for users with different demands (e.g., designers, scientific researchers, or artists). Guanyun Wang, Lining Yao, Wen Wang 0003, Jifei Ou, Chin-Yi Cheng, Hiroshi Ishii 0001 |
CHI | 6 |
| 2016 | Inspect, Embody, Invent: A Design Framework for Music Learning and BeyondabstractThis paper introduces a new framework to guide the design of interactive music learning systems, focusing on the piano. Taking a Reflective approach, we identify the implicit assumption behind most existing systems-that learning music is learning to play correctly according to the score-and offer an alternative approach. We argue that systems should help cultivate higher levels of musicianship beyond correctness alone for students of all levels. Drawing from both pedagogical literature and the personal experience of learning to play the piano, we identify three skills central to musicianship-listening, embodied understanding, and creative imagination-which we generalize to the Inspect, Embody, Invent framework. To demonstrate how this framework translates to design, we discuss two existing interfaces from our own research-MirrorFugue and Andante-both built on a digitally controlled player piano augmented by in-situ projection. Finally, we discuss the framework's relevance toward bigger themes of embodied interactions and learning beyond the domain of music. Xiao Xiao 0001, Hiroshi Ishii 0001 |
CHI | 2 |
| 2016 | HydroMorph: Shape Changing Water Membrane for Display and InteractionabstractHydroMorph is an interactive display based on shapes formed by a stream of water. Inspired by the membrane formed when a water stream hits a smooth surface (e.g. a spoon), we developed a system that dynamically controls the shape of a water membrane. This paper describes the design and implementation of our system, explores a design space of interactions around water shapes, and proposes a set of user scenarios in applications across scales, from the faucet to the fountain. Through this work, we look to to enrich our interaction with water, an everyday material, with the added dimension of transformation. Ken Nakagaki, Pasquale Totaro, Jim Peraino, Thariq Shihipar, Chantine Akiyama, Yin Shuang, Hiroshi Ishii 0001 |
TEI | 7 |
| 2016 | TEI 2016 Studio: Inflated CuriosityabstractThis studio introduces methods of making and controlling inflatable fabric. We provide materials and simple fabrication processes that enable designers to rapidly prototype inflatables with simple hinging transformations or texture change. Furthermore, we introduce a customized hardware that enables designers to rapidly prototype inflatable fabric. The goal of this studio is to provide hands-on experiences of designing inflatable fabric as shape-changing materials and research on shape-changing artifacts. Basic knowledge of programming in Arduino is required. Participants should bring their own laptop for the studio. Jifei Ou, Felix Heibeck, Hiroshi Ishii 0001 |
TEI | 3 |
| 2016 | ChainFORM: A Linear Integrated Modular Hardware System for Shape Changing InterfacesabstractThis paper presents ChainFORM: a linear, modular, actuated hardware system as a novel type of shape changing interface. Using rich sensing and actuation capability, this modular hardware system allows users to construct and customize a wide range of interactive applications. Inspired by modular and serpentine robotics, our prototype comprises identical modules that connect in a chain. Modules are equipped with rich input and output capability: touch detection on multiple surfaces, angular detection, visual output, and motor actuation. Each module includes a servo motor wrapped with a flexible circuit board with an embedded microcontroller. Ken Nakagaki, Artem Dementyev, Sean Follmer, Joseph A. Paradiso, Hiroshi Ishii 0001 |
UIST | 5 |
| 2016 | aeroMorph - Heat-sealing Inflatable Shape-change Materials for Interaction DesignabstractThis paper presents a design, simulation, and fabrication pipeline for making transforming inflatables with various materials. We introduce a bending mechanism that creates multiple, programmable shape-changing behaviors with inextensible materials, including paper, plastics and fabrics. We developed a software tool that generates these bending mechanism for a given geometry, simulates its transformation, and exports the compound geometry as digital fabrication files. We show a range of fabrication methods, from manual sealing, to heat pressing with custom stencils and a custom heat-sealing head that can be mounted on usual 3-axis CNC machines to precisely fabricate the designed transforming material. Finally, we present three applications to show how this technology could be used for designing interactive wearables, toys, and furniture. Jifei Ou, Mélina Skouras, Nikolaos Vlavianos, Felix Heibeck, Chin-Yi Cheng, Jannik Peters 0002, Hiroshi Ishii 0001 |
UIST | 7 |
| 2015 | bioLogic: Natto Cells as Nanoactuators for Shape Changing InterfacesabstractNature has engineered its own actuators, as well as the efficient material composition, geometry and structure to utilize its actuators and achieve functional transformation. Based on the natural phenomenon of cells' hygromorphic transformation, we introduce the living Bacillus Subtilis natto cell as a humidity sensitive nanoactuator. In this paper, we unfold the process of exploring and comparing cell types that are proper for HCI use, the development of the composite biofilm, the development of the responsive structures, the control setup for actuating biofilms, and a simulation and fabrication platform. Finally, we provide a variety of application designs, with and without computer control to demonstrate the potential of our bio actuators. Through this paper, we intend to enable the use of natto cells and our platform technologies for HCI researchers, designers and bio-hackers. More generally, we try to encourage the research and use of biological responsive materials and interdisciplinary research in HCI. Lining Yao, Jifei Ou, Chin-Yi Cheng, Helene Steiner, Wen Wang 0003, Guanyun Wang, Hiroshi Ishii 0001 |
CHI | 7 |
| 2015 | Social Textiles: Social Affordances and Icebreaking Interactions Through Wearable Social MessagingabstractWearable commodities are able to extend beyond the temporal span of a particular community event, offering omnipresent vehicles for producing icebreaking interaction opportunities. We introduce a novel platform, which generates social affordances to facilitate community organizers in aggregating social interaction among unacquainted, collocated members beyond initial hosted gatherings. To support these efforts, we present functional work-in-progress prototypes for Social Textiles, wearable computing textiles which enable social messaging and peripheral social awareness on non-emissive digitally linked shirts. The shirts serve as catalysts for different social depths as they reveal common interests (mediated by community organizers), based on the physical proximity of users. We provide 3 key scenarios, which demonstrate the user experience envisioned with our system. We present a conceptual framework, which shows how different community organizers across domains such as universities, brand communities and digital self-organized communities can benefit from our technology. Viirj Kan, Katsuya Fujii, Judith Amores, Chang Long Zhu, Pattie Maes, Hiroshi Ishii 0001 |
TEI | 6 |
| 2015 | clayodor: Retrieving Scents through the Manipulation of Malleable Materialabstractclayodor (\klei-o-dor\) is a clay-like malleable material that changes smell based on user manipulation of its shape. This work explores the tangibility of shape changing materials to capture smell, an ephemeral and intangible sensory input. We present the design of a proof-of-concept prototype, and discussions on the challenges of navigating smell though form. Hsin-Liu Cindy Kao, Ermal Dreshaj, Judith Amores, Sang-won Leigh, Xavier Benavides, Pattie Maes, Ken Perlin, Hiroshi Ishii 0001 |
TEI | 8 |
| 2015 | L-Shift: Encoding and Shifting Material Properties and Functionalities with Phase-shifting LiquidabstractForces of gravity and the concept of a fixed center of mass severely limit the opportunities for product design and user interaction with those products. In this paper, we present L-Shift, a fictional material in which the weight distribution of physical objects is manipulated dynamically. It is a material that shifts its phase between solid and liquid and, therefore, allows for changes in weight distribution and rigidity. This gives designers many more options, as products can be re-shaped, re-balanced and stiffened as needed. Through prototyping with sodium acetate -- a material that has properties close to the proposed fictional one -- we explore user scenarios and future possibilities. We envision that it is possible to manipulate such physical properties of objects dynamically, which will open up new opportunities for designing interactive and more responsive products. Sang-won Leigh, Patrick Johan Nicolaas van Hoof, Krithika Jagannath, Pattie Maes, Hiroshi Ishii 0001 |
TEI | 5 |
| 2015 | THAW: Tangible Interaction with See-Through Augmentation for Smartphones on Computer ScreensabstractThe huge influx of mobile display devices is transforming computing into multi-device interaction, demanding a fluid mechanism for using multiple devices in synergy. In this paper, we present a novel interaction system that allows a collocated large display and a small handheld device to work together. The smartphone acts as a physical interface for near-surface interactions on a computer screen. Our system enables accurate position tracking of a smartphone placed on or over any screen by displaying a 2D color pattern that is captured using the smartphone's back-facing camera. As a result, the smartphone can directly interact with data displayed on the host computer, with precisely aligned visual feedback from both devices. The possible interactions are described and classified in a framework, which we exemplify on the basis of several implemented applications. Finally, we present a technical evaluation and describe how our system is unique compared to other existing near-surface interaction systems. The proposed technique can be implemented on existing devices without the need for additional hardware, promising immediate integration into existing systems. Sang-won Leigh, Philipp Schoessler, Felix Heibeck, Pattie Maes, Hiroshi Ishii 0001 |
TEI | 5 |
| 2015 | Sticky Actuator: Free-Form Planar Actuators for Animated ObjectsabstractWe propose soft planar actuators enhanced by free-form fabrication that are suitable for making everyday objects move. The actuator consists of one or more inflatable pouches with an adhesive back. We have developed a machine for the fabrication of free-from pouches; squares, circles and ribbons are all possible. The deformation of the pouches can provide linear, rotational, and more complicated motion corresponding to the pouch's geometry. We also provide a both manual and programmable control system. In a user study, we organized a hands-on workshop of actuated origami for children. The results show that the combination of the actuator and classic materials can enhance rapid prototyping of animated objects. Ryuma Niiyama, Lining Yao, Hiroshi Ishii 0001, Daniela Rus, Sangbae Kim |
TEI | 4 |
| 2015 | Cord UIs: Controlling Devices with Augmented CablesabstractCord UIs are sensorial augmented cords that allow for simple metaphor-rich interactions to interface with their connected devices. Cords offer a large underexplored space for interactions as well as unique properties and a diverse set of metaphors that make them potentially interesting tangible interfaces. We use cords as input devices and explore different interactions like tying knots, stretching, pinching and kinking to control the flow of data and/or power. We also look at ways to use objects in combination with augmented cords to manipulate data or properties of a device. For instance, placing a clamp on a cable can obstruct the audio signal to the headphones. Using special materials such as piezo copolymer cables and stretchable cords we built five working prototypes to showcase the interactions described in this paper. Philipp Schoessler, Sang-won Leigh, Krithika Jagannath, Patrick Johan Nicolaas van Hoof, Hiroshi Ishii 0001 |
TEI | 5 |
| 2015 | uniMorph: Fabricating Thin Film Composites for Shape-Changing InterfacesabstractResearchers have been investigating shape-changing interfaces, however technologies for thin, reversible shape change remain complicated to fabricate. uniMorph is an enabling technology for rapid digital fabrication of customized thin-film shape-changing interfaces. By combining the thermoelectric characteristics of copper with the high thermal expansion rate of ultra-high molecular weight polyethylene, we are able to actuate the shape of flexible circuit composites directly. The shape-changing actuation is enabled by a temperature driven mechanism and reduces the complexity of fabrication for thin shape-changing interfaces. In this paper we describe how to design and fabricate thin uniMorph composites. We present composites that are actuated by either environmental temperature changes or active heating of embedded structures and provide a systematic overview of shape-changing primitives. Finally, we present different sensing techniques that leverage the existing copper structures or can be seamlessly embedded into the uniMorph composite. To demonstrate the wide applicability of uniMorph, we present several applications in ubiquitous and mobile computing. Felix Heibeck, Basheer Tome, Clark Della Silva, Hiroshi Ishii 0001 |
UIST | 4 |
| 2015 | LineFORM: Actuated Curve Interfaces for Display, Interaction, and ConstraintabstractIn this paper we explore the design space of actuated curve interfaces, a novel class of shape changing-interfaces. Physical curves have several interesting characteristics from the perspective of interaction design: they have a variety of inherent affordances; they can easily represent abstract data; and they can act as constraints, boundaries, or borderlines. By utilizing such aspects of lines and curves, together with the added capability of shape-change, new possibilities for display, interaction and body constraint are possible. In order to investigate these possibilities we have implemented two actuated curve interfaces at different scales. LineFORM, our implementation, inspired by serpentine robotics, is comprised of a series chain of 1DOF servo motors with integrated sensors for direct manipulation. To motivate this work we present various applications such as shape changing cords, mobiles, body constraints, and data manipulation tools. Ken Nakagaki, Sean Follmer, Hiroshi Ishii 0001 |
UIST | 3 |
| 2015 | Kinetic Blocks: Actuated Constructive Assembly for Interaction and DisplayabstractPin-based shape displays not only give physical form to digital information, they have the inherent ability to accurately move and manipulate objects placed on top of them. In this paper we focus on such object manipulation: we present ideas and techniques that use the underlying shape change to give kinetic ability to otherwise inanimate objects. First, we describe the shape display's ability to assemble, disassemble, and reassemble structures from simple passive building blocks through stacking, scaffolding, and catapulting. A technical evaluation demonstrates the reliability of the presented techniques. Second, we introduce special kinematic blocks that are actuated and sensed through the underlying pins. These blocks translate vertical pin movements into other degrees of freedom like rotation or horizontal movement. This interplay of the shape display with objects on its surface allows us to render otherwise inaccessible forms, like overhangs, and enables richer input and output. Philipp Schoessler, Daniel Windham, Daniel Leithinger, Sean Follmer, Hiroshi Ishii 0001 |
UIST | 5 |
| 2014 | The misbehavior of animated objectabstractHow to create & animate an object of simple, abstract form which movement would confer a behavior? How to give the impression that such an object have a personality allowing to be proactive, with self-motivated behavior, not directly responding to our expectations, or even challenging them through the demonstration of mis-behavior? To address these questions, we propose a studio allowing to design and rapid-prototype such object from an easily accessible toolbox (hardware and software) for the studio's audience to experiment with. This toolbox will have been developed beforehand through the collaboration of MIT Tangible Media Group and the Ensadlab composed of researchers in art, design, technology (HCI and tangible media) for this specific studio experiment. Samuel Bianchini, Hiroshi Ishii 0001, Rémy Bourganel, Emmanuel Mahé, Jean-Baptiste Labrune, Emanuele Quinz |
TEI | 2 |
| 2014 | Weight and volume changing device with liquid metal transferabstractThis paper presents a weight-changing device based on the transfer of mass. We chose liquid metal (Ga-In-Tin eutectic) and a bi-directional pump to control the mass that is injected into or removed from a target object. The liquid metal has a density of 6.44g/cm3, which is about six times heavier than water, and is thus suitable for effective mass transfer. We also combine the device with a dynamic volume-changing function to achieve programmable mass and volume at the same time. We explore three potential applications enabled by weight-changing devices: density simulation of different materials, miniature representation of planets with scaled size and mass, and motion control by changing gravity force. This technique opens up a new design space in human-computer interactions. Ryuma Niiyama, Lining Yao, Hiroshi Ishii 0001 |
TEI | 3 |
| 2014 | jamSheets: thin interfaces with tunable stiffness enabled by layer jammingabstractThis works introduces layer jamming as an enabling technology for designing deformable, stiffness-tunable, thin sheet interfaces. Interfaces that exhibit tunable stiffness properties can yield dynamic haptic feedback and shape deformation capabilities. In comparison to the particle jamming, layer jamming allows for constructing thin and lightweight form factors of an interface. We propose five layer structure designs and an approach which composites multiple materials to control the deformability of the interfaces. We also present methods to embed different types of sensing and pneumatic actuation layers on the layer-jamming unit. Through three application prototypes we demonstrate the benefits of using layer jamming in interface design. Finally, we provide a survey of materials that have proven successful for layer jamming. Jifei Ou, Lining Yao, Daniel Tauber, Jürgen Steimle, Ryuma Niiyama, Hiroshi Ishii 0001 |
TEI | 6 |
| 2014 | Physical telepresence: shape capture and display for embodied, computer-mediated remote collaborationabstractWe propose a new approach to Physical Telepresence, based on shared workspaces with the ability to capture and remotely render the shapes of people and objects. In this paper, we describe the concept of shape transmission, and propose interaction techniques to manipulate remote physical objects and physical renderings of shared digital content. We investigate how the representation of user's body parts can be altered to amplify their capabilities for teleoperation. We also describe the details of building and testing prototype Physical Telepresence workspaces based on shape displays. A preliminary evaluation shows how users are able to manipulate remote objects, and we report on our observations of several different manipulation techniques that highlight the expressive nature of our system. Daniel Leithinger, Sean Follmer, Alex Olwal, Hiroshi Ishii 0001 |
UIST | 4 |
| 2013 | SpaceTop: integrating 2D and spatial 3D interactions in a see-through desktop environmentabstractSpaceTop is a concept that fuses spatial 2D and 3D interactions in a single workspace. It extends the traditional desktop interface with interaction technology and visualization techniques that enable seamless transitions between 2D and 3D manipulations. SpaceTop allows users to type, click, draw in 2D, and directly manipulate interface elements that float in the 3D space above the keyboard. It makes it possible to easily switch from one modality to another, or to simultaneously use two modalities with different hands. We introduce hardware and software configurations for co-locating these various interaction modalities in a unified workspace using depth cameras and a transparent display. We describe new interaction and visualization techniques that allow users to interact with 2D elements floating in 3D space. We present the results from a preliminary user study that indicates the benefit of such hybrid workspaces. Jinha Lee, Alex Olwal, Hiroshi Ishii 0001, Cati N. Boulanger |
CHI | 3 |
| 2013 | Sublimate: state-changing virtual and physical rendering to augment interaction with shape displaysabstractRecent research in 3D user interfaces pushes towards immersive graphics and actuated shape displays. Our work explores the hybrid of these directions, and we introduce sublimation and deposition, as metaphors for the transitions between physical and virtual states. We discuss how digital models, handles and controls can be interacted with as virtual 3D graphics or dynamic physical shapes, and how user interfaces can rapidly and fluidly switch between those representations. To explore this space, we developed two systems that integrate actuated shape displays and augmented reality (AR) for co-located physical shapes and 3D graphics. Our spatial optical see-through display provides a single user with head-tracked stereoscopic augmentation, whereas our handheld devices enable multi-user interaction through video seethrough AR. We describe interaction techniques and applications that explore 3D interaction for these new modalities. We conclude by discussing the results from a user study that show how freehand interaction with physical shape displays and co-located graphics can outperform wand-based interaction with virtual 3D graphics. Daniel Leithinger, Sean Follmer, Alex Olwal, Samuel Luescher, Akimitsu Hogge, Jinha Lee, Hiroshi Ishii 0001 |
CHI | 7 |
| 2013 | exTouch: spatially-aware embodied manipulation of actuated objects mediated by augmented realityabstractAs domestic robots and smart appliances become increasingly common, they require a simple, universal interface to control their motion. Such an interface must support a simple selection of a connected device, highlight its capabilities and allow for an intuitive manipulation. We propose "exTouch", an embodied spatially-aware approach to touch and control devices through an augmented reality mediated mobile interface. The "exTouch" system extends the users touchscreen interactions into the real world by enabling spatial control over the actuated object. When users touch a device shown in live video on the screen, they can change its position and orientation through multi-touch gestures or by physically moving the screen in relation to the controlled object. We demonstrate that the system can be used for applications such as an omnidirectional vehicle, a drone, and moving furniture for reconfigurable room. Shunichi Kasahara, Ryuma Niiyama, Valentin Heun, Hiroshi Ishii 0001 |
TEI | 4 |
| 2013 | inFORM: dynamic physical affordances and constraints through shape and object actuationabstractPast research on shape displays has primarily focused on rendering content and user interface elements through shape output, with less emphasis on dynamically changing UIs. We propose utilizing shape displays in three different ways to mediate interaction: to facilitate by providing dynamic physical affordances through shape change, to restrict by guiding users with dynamic physical constraints, and to manipulate by actuating physical objects. We outline potential interaction techniques and introduce Dynamic Physical Affordances and Constraints with our inFORM system, built on top of a state-of-the-art shape display, which provides for variable stiffness rendering and real-time user input through direct touch and tangible interaction. A set of motivating examples demonstrates how dynamic affordances, constraints and object actuation can create novel interaction possibilities. Sean Follmer, Daniel Leithinger, Alex Olwal, Akimitsu Hogge, Hiroshi Ishii 0001 |
UIST | 5 |
| 2013 | PneUI: pneumatically actuated soft composite materials for shape changing interfacesabstractThis paper presents PneUI, an enabling technology to build shape-changing interfaces through pneumatically-actuated soft composite materials. The composite materials integrate the capabilities of both input sensing and active shape output. This is enabled by the composites' multi-layer structures with different mechanical or electrical properties. The shape changing states are computationally controllable through pneumatics and pre-defined structure. We explore the design space of PneUI through four applications: height changing tangible phicons, a shape changing mobile, a transformable tablet case and a shape shifting lamp. Lining Yao, Ryuma Niiyama, Jifei Ou, Sean Follmer, Clark Della Silva, Hiroshi Ishii 0001 |
UIST | 6 |
| 2012 | KidCAD: digitally remixing toys through tangible toolsabstractChildren have great facility in the physical world, and can skillfully model in clay and draw expressive illustrations. Traditional digital modeling tools have focused on mouse, keyboard and stylus input. These tools may be complicated and difficult for young users to easily and quickly create exciting designs. We seek to bring physical interaction to digital modeling, to allow users to use existing physical objects as tangible building blocks for new designs. We introduce KidCAD a digital clay interface for children to remix toys. KidCAD allows children to imprint 2.5D shapes from physical objects into their digital models by deforming a malleable gel input device, deForm. Users can mashup existing objects, edit and sculpt or draw new designs on a 2.5D canvas using physical objects, hands and tools as well as 2D touch gestures. We report on a preliminary user study with 13 children, ages 7 to 10, which provides feedback for our design and helps guide future work in tangible modeling for children. Sean Follmer, Hiroshi Ishii 0001 |
CHI | 2 |
| 2012 | People in books: using a FlashCam to become part of an interactive book for connected readingabstractWe introduce People in Books with FlashCam technology, a system that supports children and long-distance family members to act as characters in children's storybooks while they read stories together over a distance. By segmenting the video chat streams of the child and remote family member from their background surroundings, we create the illusion that the child and adult reader are immersed among the storybook illustrations. The illusion of inhabiting a shared story environment helps remote family members feel a sense of togetherness and encourages active reading behaviors for children ages three to five. People In Books is designed to fit into families' traditional reading practices, such as reading ebooks on couches or in bed via netbook or tablet computers. To accommodate this goal we implemented FlashCam, a computationally cost effective and physically small background subtraction system for mobile devices that allows users to move locations and change lighting conditions while they engage in background-subtracted video communications. A lab evaluation compared People in Books with a conventional remote reading application. Results show that People in Books motivates parents and children to be more performative readers and encourages open-ended play beyond the story, while creating a strong sense of togetherness. Sean Follmer, Rafael Ballagas, Hayes Raffle, Mirjana Spasojevic, Hiroshi Ishii 0001 |
CSCW | 5 |
| 2012 | Jamming user interfaces: programmable particle stiffness and sensing for malleable and shape-changing devicesabstractMalleable and organic user interfaces have the potential to enable radically new forms of interactions and expressiveness through flexible, free-form and computationally controlled shapes and displays. This work, specifically focuses on particle jamming as a simple, effective method for flexible, shape-changing user interfaces where programmatic control of material stiffness enables haptic feedback, deformation, tunable affordances and control gain. We introduce a compact, low-power pneumatic jamming system suitable for mobile devices, and a new hydraulic-based technique with fast, silent actuation and optical shape sensing. We enable jamming structures to sense input and function as interaction devices through two contributed methods for high-resolution shape sensing using: 1) index-matched particles and fluids, and 2) capacitive and electric field sensing. We explore the design space of malleable and organic user interfaces enabled by jamming through four motivational prototypes that highlight jamming's potential in HCI, including applications for tabletops, tablets and for portable shape-changing mobile devices. Sean Follmer, Daniel Leithinger, Alex Olwal, Nadia Cheng, Hiroshi Ishii 0001 |
UIST | 5 |
| 2011 | Kinected conference: augmenting video imaging with calibrated depth and audioabstractThe proliferation of broadband and high-speed Internet access has, in general, democratized the ability to commonly engage in videoconference. However, current video systems do not meet their full potential, as they are restricted to a simple display of unintelligent 2D pixels. In this paper we present a system for enhancing distance-based communication by augmenting the traditional video conferencing system with additional attributes beyond two-dimensional video. We explore how expanding a system's understanding of spatially calibrated depth and audio alongside a live video stream can generate semantically rich three-dimensional pixels containing information regarding their material properties and location. We discuss specific scenarios that explore features such as synthetic refocusing, gesture activated privacy, and spatiotemporal graphic augmentation. Anthony DeVincenzi, Lining Yao, Hiroshi Ishii 0001, Ramesh Raskar |
CSCW | 3 |
| 2011 | MirrorFugue: communicating hand gesture in remote piano collaborationabstractPlaying a musical instrument involves a complex set of continuous gestures, both to play the notes and to convey expression. To learn an instrument, a student must learn not only the music itself but also how to perform these bodily gestures. We present MirrorFugue, a set of three interfaces on a piano keyboard designed to visualize hand gesture of a remote collaborator. Based their spatial configurations, we call our interfaces Shadow, Reflection, and Organ. We describe the configurations and detail studies of our designs on synchronous, remote collaboration, focusing specifically on remote lessons for beginners. Based on our evaluations, we conclude that displaying the to-scale hand gestures of a teacher at the locus of interaction can improve remote piano learning for novices. Xiao Xiao 0001, Hiroshi Ishii 0001 |
TEI | 2 |
| 2011 | deForm: an interactive malleable surface for capturing 2.5D arbitrary objects, tools and touchabstractWe introduce a novel input device, deForm, that supports 2.5D touch gestures, tangible tools, and arbitrary objects through real-time structured light scanning of a malleable surface of interaction. DeForm captures high-resolution surface deformations and 2D grey-scale textures of a gel surface through a three-phase structured light 3D scanner. This technique can be combined with IR projection to allow for invisible capture, providing the opportunity for co-located visual feedback on the deformable surface. We describe methods for tracking fingers, whole hand gestures, and arbitrary tangible tools. We outline a method for physically encoding fiducial marker information in the height map of tangible tools. In addition, we describe a novel method for distinguishing between human touch and tangible tools, through capacitive sensing on top of the input surface. Finally we motivate our device through a number of sample applications. Sean Follmer, Micah K. Johnson, Edward H. Adelson, Hiroshi Ishii 0001 |
UIST | 4 |
| 2011 | ZeroN: mid-air tangible interaction enabled by computer controlled magnetic levitationabstractThis paper presents ZeroN, a new tangible interface element that can be levitated and moved freely by computer in a three dimensional space. ZeroN serves as a tangible rep-resentation of a 3D coordinate of the virtual world through which users can see, feel, and control computation. To ac-complish this, we developed a magnetic control system that can levitate and actuate a permanent magnet in a pre-defined 3D volume. This is combined with an optical tracking and display system that projects images on the levitating object. We present applications that explore this new interaction modality. Users are invited to place or move the ZeroN object just as they can place objects on surfaces. For example, users can place the sun above physical objects to cast digital shadows, or place a planet that will start revolving based on simulated physical conditions. We describe the technology and interaction scenarios, discuss initial observations, and outline future development. Jinha Lee, Rehmi Post, Hiroshi Ishii 0001 |
UIST | 3 |
| 2011 | Direct and gestural interaction with relief: a 2.5D shape displayabstractActuated shape output provides novel opportunities for experiencing, creating and manipulating 3D content in the physical world. While various shape displays have been proposed, a common approach utilizes an array of linear actuators to form 2.5D surfaces. Through identifying a set of common interactions for viewing and manipulating content on shape displays, we argue why input modalities beyond direct touch are required. The combination of freehand gestures and direct touch provides additional degrees of freedom and resolves input ambiguities, while keeping the locus of interaction on the shape output. To demonstrate the proposed combination of input modalities and explore applications for 2.5D shape displays, two example scenarios are implemented on a prototype system. Daniel Leithinger, David Lakatos, Anthony DeVincenzi, Matthew Blackshaw, Hiroshi Ishii 0001 |
UIST | 5 |
| 2010 | Bosu: a physical programmable design tool for transformability with soft mechanicsabstractPhysical transformability is emerging as an important element of interaction design as advances in material science and computational control give rise to new possibilities in actuated products and kinetic environments. However, this transition also produces a new range of design problems-how do we visualize, imagine, and design the physical processes of transformation? This paper presents Bosu, a design tool offering kinetic memory---the ability to record and play back motion in 3-D space---for soft materials. It is used for motion prototyping and digitally augmented form finding, combining dynamic modeling with coincident sensing and actuation to create transformable structures. Evaluation from a workshop with architects and interaction, product, and fashion designers is presented discussing the ramifications of physically programming motion with a new soft materiality, moving toward new ideas in body mimesis and material construction for kinetic design. Amanda J. Parkes, Hiroshi Ishii 0001 |
Conference on Designing Interactive Systems | 2 |
| 2010 | Video play: playful interactions in video conferencing for long-distance families with young childrenabstractLong-distance families are increasingly staying connected with free video conferencing tools. However research has highlighted a need for shared activities for long-distance family communication. While video technology is reportedly superior to audio-only tools for children under age 7, the tools themselves are not designed to accommodate children's or families' needs. This paper introduces four design explorations of shared play activities over video conferencing that support family togetherness between children and remote adult family members. We build on research in CSCW and child development to create opportunities for silliness and open-ended play between adults and young children. Our goal is to scaffold interaction across distance and generations. Sean Follmer, Hayes Raffle, Janet Go, Rafael Ballagas, Hiroshi Ishii 0001 |
IDC | 5 |
| 2010 | Small business applications of sourcemap: a web tool for sustainable design and supply chain transparencyabstractThis paper introduces sustainable design applications for small businesses through the Life Cycle Assessment and supply chain publishing platform Sourcemap.org. This web-based tool was developed through a year-long participatory design process with five small businesses in Scotland and in New England. Sourcemap was used as a diagnostic tool for carbon accounting, design and supply chain management. It offers a number of ways to market sustainable practices through embedded and printed visualizations. Our experiences confirm the potential of web sustainability tools and social media to expand the discourse and to negotiate the diverse goals inherent in social and environmental sustainability. Leonardo Bonanni, Matthew Hockenberry, David Zwarg, Christopher Csíkszentmihályi, Hiroshi Ishii 0001 |
CHI | 5 |
| 2010 | Relief: a scalable actuated shape displayabstractRelief is an actuated tabletop display, which is able to render and animate three-dimensional shapes with a malleable surface. It allows users to experience and form digital models like geographical terrain in an intuitive manner. The tabletop surface is actuated by an array of 120 motorized pins, which are controlled with a low-cost, scalable platform built upon open-source hardware and software tools. Each pin can be addressed individually and senses user input like pulling and pushing. Daniel Leithinger, Hiroshi Ishii 0001 |
TEI | 2 |
| 2010 | g-stalt: a chirocentric, spatiotemporal, and telekinetic gestural interfaceabstractIn this paper we present g-stalt, a gestural interface for interacting with video.g-stalt is built upon the g-speak spatial operating environment (SOE) from Oblong Industries.The version of g-stalt presented here is realized as a three-dimensional graphical space filled with over 60 cartoons.These cartoons can be viewed and rearranged along with their metadata using a specialized gesture set.gstalt is designed to be chirocentric, spatiotemporal, and telekinetic. Jamie Zigelbaum, Alan Browning, Daniel Leithinger, Olivier Bau, Hiroshi Ishii 0001 |
TEI | 5 |
| 2009 | Wetpaint: scraping through multi-layered imagesabstractWe introduce a technique for exploring multi-layered images by scraping arbitrary areas to determine meaningful relationships. Our system, called Wetpaint, uses perceptual depth cues to help users intuitively navigate between corresponding layers of an image, allowing a rapid assessment of changes and relationships between different views of the same area. Inspired by art diagnostic techniques, this tactile method could have distinct advantages in the general domain as shown by our user study. We propose that the physical metaphor of scraping facilitates the process of determining correlations between layers of an image because it compresses the process of planning, comparison and annotation into a single gesture. We discuss applications for geography, design, and medicine. Leonardo Bonanni, Xiao Xiao 0001, Matthew Hockenberry, Praveen Subramani, Hiroshi Ishii 0001, Maurizio Seracini, Jürgen P. Schulze |
CHI | 5 |
| 2009 | Design of haptic interfaces for therapyabstractTouch is fundamental to our emotional well-being. Medical science is starting to understand and develop touch-based therapies for autism spectrum, mood, anxiety and borderline disorders. Based on the most promising touch therapy protocols, we are presenting the first devices that simulate touch through haptic devices to bring relief and assist clinical therapy for mental health. We present several haptic systems that enable medical professionals to facilitate the collaboration between patients and doctors and potentially pave the way for a new form of non-invasive treatment that could be adapted from use in care-giving facilities to public use. We developed these prototypes working closely with a team of mental health professionals. Cati N. Boulanger, Leonardo Bonanni, Hiroshi Ishii 0001 |
CHI | 3 |
| 2009 | Stop-motion prototyping for tangible interfacesabstractStop-motion animation brings the constraints of the body, space and materials into video production. Building on the tradition of video prototyping for interaction design, stop motion is an effective technique for concept development in the design of Tangible User Interfaces. This paper presents a framework for stop-motion prototyping and the results of two workshops based on stop-motion techniques including pixillation, claymation and time-lapse photography. The process of stop-motion prototyping fosters collaboration, legibility and rapid iterative design in a physical context that can be useful to the early stages of tangible interaction design. Leonardo Bonanni, Hiroshi Ishii 0001 |
TEI | 2 |
| 2009 | Spime builder: a tangible interface for designing hyperlinked objectsabstractUbiquitous computing is fostering an explosion of physical artifacts that are coupled to digital information -- so-called Spimes. We introduce a tangible workbench that allows for the placement of hyperlinks within physical models to couple physical artifacts with located interactive digital media. A computer vision system allows users to model three-dimensional objects and environments in real-time using physical materials and to place hyperlinks in specific areas using laser pointer gestures. We present a working system for real-time physical/digital exhibit design, and propose the means for expanding the system to assist Design for the Environment strategies in product design. Leonardo Bonanni, Greg Vargas, Neil Chao, Stephen Pueblo, Hiroshi Ishii 0001 |
TEI | 5 |
| 2009 | Kinetic sketchup: motion prototyping in the tangible design processabstractPhysical malleability is emerging as an important element of interaction design as advances in material science and computational control give rise to new possibilities in actuated products and transformable environments. However, this transition also produces a new range of design problems-how do we visualize, imagine, and design the physical processes of transformation? We must create tools for intuitive motion investigation to train and develop our motions sensibilities in 3D space, moving towards interfaces that makes sketching with motion as easy as drawing with paper and pencil? This paper presents Kinetic Sketchup, an approach to a design language for motion prototyping featuring a series of actuated physically programmable modules which investigate the rich interplay of mechanical, behavioral and material design parameters which motion enables. Amanda J. Parkes, Hiroshi Ishii 0001 |
TEI | 2 |
| 2009 | Piezing: a garment harvesting energy from the natural motion of the human bodyabstractPiezing is a garment which harnesses energy from the natural gestures of the human body in motion. Around the joints of the elbows and hips, the garment is embedded with piezoelectric material elements which generate an electric potential in response to applied mechanical stress. The electric potential is then stored as voltage in a centralized small battery and later can be discharged into a device. As a concept, Piezing explores a decentralized and self-reliant energy model for embedded interaction, pushing forward possibilities for mobility. Amanda J. Parkes, Adam Kumpf, Hiroshi Ishii 0001 |
TEI | 3 |
| 2008 | Handsaw: tangible exploration of volumetric data by direct cut-plane projectionabstractTangible 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. Leonardo Bonanni, Jason Alonso, Neil Chao, Greg Vargas, Hiroshi Ishii 0001 |
CHI | 5 |
| 2008 | Topobo in the wild: longitudinal evaluations of educators appropriating a tangible interfaceabstractWhat issues arise when designing and deploying tangibles for learning in long term evaluations? This paper reports on a series of studies in which the Topobo system, a 3D tangible construction kit with the ability to record and playback motion, was provided to educators and designers to use over extended periods of time in the context of their day-to-day work. Tangibles for learning - like all educational materials - must be evaluated in relation both to the student and the teacher, but most studies of tangibles for learning focus on the student as user. Here, we focus on the conception of the educator, and their use of the tangible interface in the absence of an inventor or HCI researcher. The results of this study identify design and pedagogical issues that arise in response to distribution of a tangible for learning in different educational environments. Amanda J. Parkes, Hayes Raffle, Hiroshi Ishii 0001 |
CHI | 3 |
| 2008 | Picture this!: film assembly using toy gesturesabstractWe present Picture This! a new input device embedded in children's toys for video composition. It consists of a new form of interaction for children's capturing of storytelling with physical artifacts. It functions as a video and storytelling performance system in that children craft videos with and about character toys as the system analyzes their gestures and play patterns. Children's favorite props alternate between characters and cameramen in a film. As they play with the toys to act out a story, they conduct film assembly. We position our work as ubiquitous computing that supports children's tangible interaction with digital materials. During user testing, we observed children ages 4 to 10 playing with Picture This!. We assess to what extent gesture interaction with objects for video editing allows children to explore visual perspectives in storytelling. A new genre of Gesture Object Interfaces as exemplified by Picture This relies on the analysis of gestures coupled with objects to represent bits. Cati N. Boulanger, Hiroshi Ishii 0001 |
UbiComp | 2 |
| 2008 | Pragmatic hapticsabstractThis paper explores situations in which interfaces may be improved or simplified by switching feedback modalities. Due to availability of and familiarity with audio/visual technologies, many interfaces provide feedback via audio/visual pathways when a haptic pathway would best serve. The authors present a series of interface designs in which simple and inexpensive choices allow for reduction of cognitive complexity by allowing mental simplicity rather than technological familiarity to dictate design of information transmission. Angela Chang, James Gouldstone, Jamie Zigelbaum, Hiroshi Ishii 0001 |
TEI | 4 |
| 2008 | Tangible bits: beyond pixelsabstractTangible 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 design by using digital technology and at the same time taking advantage of human abilities to grasp and manipulate physical objects and materials. This paper discusses a model of TUI, key properties, genres, applications, and summarizes the contributions made by the Tangible Media Group and other researchers since the publication of the first Tangible Bits paper at CHI 1997. http://tangible.media.mit.edu/ Hiroshi Ishii 0001 |
TEI | 1 |
| 2008 | SpeakCup: simplicity, BABL, and shape changeabstractIn this paper we present SpeakCup, a simple tangible interface that uses shape change to convey meaning in its interaction design. SpeakCup is a voice recorder in the form of a soft silicone disk with embedded sensors and actuators. Advances in sensor technology and material science have provided new ways for users to interact with computational devices. Rather than issuing commands to a system via abstract and multi-purpose buttons the door is open for more nuanced and application-specific approaches. Here we explore the coupling of shape and action in an interface designed for simplicity while discussing some questions that we have encountered along the way. Jamie Zigelbaum, Angela Chang, James Gouldstone, Joshua Jen Monzen, Hiroshi Ishii 0001 |
TEI | 5 |
| 2007 | Remix and Robo: sampling, sequencing and real-time control of a tangible robotic construction systemabstractWe present Remix and Robo, new composition and performance based tools for robotics control. Remix is a tangible interface used to sample, organize and manipulate gesturally-recorded robotic motions. Robo is a modified game controller used to capture robotic motions, adjust global motion parameters and execute motion recordings in real-time. Children use Remix and Robo to engage in (1) character design and (2) competitive endeavors with Topobo, a constructive assembly system with kinetic memory. Hayes Raffle, Hiroshi Ishii 0001, Laura Yip |
IDC | 2 |
| 2007 | Jabberstamp: embedding sound and voice in traditional drawingsabstractWe introduce Jabberstamp, the first tool that allows children to synthesize their drawings and voices. To use Jabberstamp, children create drawings, collages or paintings on normal paper. They press a special rubber stamp onto the page to record sounds into their drawings. When children touch the marks of the stamp with a small trumpet, they can hear the sounds playback, retelling the stories they created. Hayes Raffle, Cati N. Boulanger, Ruibing Wang, Hiroshi Ishii 0001 |
IDC | 4 |
| 2007 | Senspectra: a computationally augmented physical modeling toolkit for sensing and visualization of structural strainabstractWe present Senspectra, a computationally augmented physical modeling toolkit designed for sensing and visualization of structural strain. Senspectra seeks to explore a new direction in computational materiality, incorporating the material quality of malleable elements of an interface into its digital control structure. The system functions as a decentralized sensor network consisting of nodes, embedded with computational capabilities and a full spectrum LED, and flexible joints. Each joint functions as an omnidirectional bend sensing mechanism to sense and communicate mechanical strain between neighboring nodes. Vincent Leclerc, Amanda J. Parkes, Hiroshi Ishii 0001 |
CHI | 3 |
| 2007 | Mechanical constraints as computational constraints in tabletop tangible interfacesabstractThis paper presents a new type of human-computer interface called Pico (Physical Intervention in Computational Optimization) based on mechanical constraints that combines some of the tactile feedback and affordances of mechanical systems with the abstract computational power of modern computers. The interface is based on a tabletop interaction surface that can sense and move small objects on top of it. The positions of these physical objects represent and control parameters inside a software application, such as a system for optimizing the configuration of radio towers in a cellular telephone network. The computer autonomously attempts to optimize the network, moving the objects on the table as it changes their corresponding parameters in software. As these objects move, the user can constrain their motion with his or her hands, or many other kinds of physical objects. The interface provides ample opportunities for improvisation by allowing the user to employ a rich variety of everyday physical objects as mechanical constraints. This approach leverages the user's mechanical intuition for how objects respond to physical forces. As well, it allows the user to balance the numerical optimization performed by the computer with other goals that are difficult to quantify. Subjects in an evaluation were more effective at solving a complex spatial layout problem using this system than with either of two alternative interfaces that did not feature actuation. James Patten, Hiroshi Ishii 0001 |
CHI | 2 |
| 2007 | Interfacing Video Capture, Editing and Publication in a Tangible EnvironmentabstractThe paper presents a novel approach to collecting, editing and performing visual and sound clips in real time. The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. It is shown how a graphical interface created for video production informs the design of a tangible environment that provides a spontaneous and collaborative approach to video creation, selection and sequencing. Iterative design process, participatory design sessions and workshop observations with 10-12 year old users from Sweden and Ireland are discussed. The limitations of interfacing video capture, editing and publication in a self-contained platform are addressed. Cati N. Boulanger, Hiroshi Ishii 0001 |
INTERACT (2) | 2 |
| 2007 | AR-Jig: A Handheld Tangible User Interface for Modification of 3D Digital Form via 2D Physical CurveabstractWe 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. Mahoro Anabuki, Hiroshi Ishii 0001 |
ISMAR | 2 |
| 2007 | Simplicity in interaction designabstractAttaining simplicity is a key challenge in interaction design. Our approach relies on a minimalist design exercise to explore the communication capacity for interaction components. This approach results in expressive design solutions, useful perspectives of interaction design and new interaction techniques. Author Keywords Interface design, expressiveness, simplicity, usability Angela Chang, James Gouldstone, Jamie Zigelbaum, Hiroshi Ishii 0001 |
TEI | 4 |
| 2006 | Sensorial interfacesabstractSensorial interfaces are based on augmenting existing physical objects with digital information. We propose sensorial activity theory to relate multi-sensory mappings to the context of device physicality and rituals of use. We share a design process for creating sensorial mappings, relationships between digital information and sensory information. We present and analyze some design projects: musicBottles, LumiTouch and comTouch, which illustrate the idea of sensorial interfaces. By utilizing the physical constraints of an object and creating sensorial mappings these devices offer novel ways for efficiently interacting with digital information. We believe the principal result enhances the user's sensory experience of the object. Finally, we discuss perspectives and limitations of our sensorial interface design process. Angela Chang, Hiroshi Ishii 0001 |
Conference on Designing Interactive Systems | 2 |
| 2006 | Beyond record and play: backpacks: tangible modulators for kinetic behaviorabstractDigital Manipulatives embed computation in familiar children's toys and provide means for children to design behavior. Some systems use "record and play" as a form of programming by demonstration that is intuitive and easy to learn. With others, children write symbolic programs with a GUI and download them into a toy, an approach that is conceptually extensible, but is inconsistent with the physicality of educational manipulatives. The challenge we address is to create a tangible interface that can retain the immediacy and emotional engagement of "record and play" and incorporate a mechanism for real time and direct modulation of behavior during program execution.We introduce the Backpacks, modular physical components that children can incorporate into robotic creations to modulate frequency, amplitude, phase and orientation of motion recordings. Using Backpacks, children can investigate basic kinematic principles that underly why their specific creations exhibit the specific behaviors they observe. We demonstrate that Backpacks make tangible some of the benefits of symbolic abstraction, and introduce sensors, feedback and behavior modulation to the record and play paradigm. Through our review of user studies with children ages 6-15, we argue that Backpacks extend the conceptual limits of record and play with an interface that is consistent with both the physicality of educational manipulatives and the local-global systems dynamics that are characteristic of complex robots. Hayes Raffle, Amanda J. Parkes, Hiroshi Ishii 0001, Joshua Lifton |
CHI | 3 |
| 2005 | Token+constraint systems for tangible interaction with digital informationabstractWe 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. Brygg Ullmer, Hiroshi Ishii 0001, Robert J. K. Jacob |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2004 | PHOXEL-SPACE: an interface for exploring volumetric data with physical voxelsabstractThree-dimensional datasets (voxel datasets), generated by different types of sensing or computer simulations, are quickly becoming crucial to various disciplines - from biomedicine to geophysics. Phoxel-Space is an interface that enables the exploration of these datasets through physical materials. It aims at overcoming the limitations of traditional planar displays by allowing users to intuitively navigate and understand complex 3-dimensional datasets. The system works by allowing the user to manipulate a freeform geometry whose surface intersects a voxel dataset. The intersected voxel values are projected back onto the surface of the physical material to reveal a non-planar section of the dataset. The paper describes how the interface can be used as a representational aid in several example application domains, overcoming many limitations of conventional planar displays. Carlo Ratti, Ben Piper, Hiroshi Ishii 0001, Assaf Biderman |
Conference on Designing Interactive Systems | 4 |
| 2004 | Topobo: a constructive assembly system with kinetic memoryabstractWe introduce Topobo, a 3D constructive assembly system embedded with kinetic memory, the ability to record and playback physical motion. Unique among modeling systems is Topobo's coincident physical input and output behaviors. By snapping together a combination of Passive (static) and Active (motorized) components, people can quickly assemble dynamic biomorphic forms like animals and skeletons with Topobo,animate those forms by pushing, pulling, and twisting them, and observe the system repeatedly play back those motions. For example, a dog can be constructed and then taught to gesture and walk by twisting its body and legs. The dog will then repeat those movements and walk repeatedly.Our evaluation of Topobo in classrooms with children ages 5-13 suggests that children develop affective relationships with Topobo creations and that their experimentation with Topobo allows them to learn about movement and animal locomotion through comparisons of their creations to their own bodies. Eighth grade science students' abilities to quickly develop various types of walking robots suggests that a tangible interface can support understanding how balance, leverage and gravity affect moving structures because the interface itself responds to the forces of nature that constrain such systems. Hayes Raffle, Amanda J. Parkes, Hiroshi Ishii 0001 |
CHI | 3 |
| 2004 | I/O brush: drawing with everyday objects as inkabstractWe introduce I/O Brush, a new drawing tool aimed at young children, ages four and up, to explore colors, textures, and movements found in everyday materials by "picking up" and drawing with them. I/O Brush looks like a regular physical paintbrush but has a small video camera with lights and touch sensors embedded inside. Outside of the drawing canvas, the brush can pick up color, texture, and movement of a brushed surface. On the canvas, children can draw with the special "ink" they just picked up from their immediate environment. In our preliminary study with kindergarteners, we found that children not only produced complex works of art using I/O Brush, but they also engaged in explicit talk about patterns and features available in their environment. I/O Brush invites children to explore the transformation from concrete and familiar raw material into abstract concepts about patterns of colors, textures and movements. Kimiko Ryokai, Stefan Marti, Hiroshi Ishii 0001 |
CHI | 3 |
| 2004 | Immersive Design of DNA Molecules with a Tangible InterfaceabstractThis work presents an experimental immersive interface for designing DNA components for application in nanotechnology. While much research has been done on immersive visualization, this is one of the first systems to apply advanced interface techniques to a scientific design problem. This system uses tangible 3D input devices (tongs, a raygun, and a multipurpose handle tool) to create and edit a purely digital representation of DNA. The tangible controllers are associated with functions (not data) while a virtual display is used to render the model. This interface was built in collaboration with a research group investigating the design of DNA tiles. A user study shows that scientists find the immersive interface more satisfying than a 2D interface due to the enhanced understanding gained by directly interacting with molecules in 3D space. Steven Schkolne, Hiroshi Ishii 0001, Peter Schröder |
IEEE Visualization | 2 |
| 2003 | Tangible Query Interfaces: Physically Constrained Tokens for Manipulating Database Queries
Brygg Ullmer, Hiroshi Ishii 0001, Robert J. K. Jacob |
INTERACT | 2 |
| 2003 | Tangible bits: designing the seamless interface between people, bits, and atomsabstractWhere the sea meets the land, life has blossomed into a myriad of unique forms in the turbulence of water, sand, and wind. At another seashore between the land of atoms and the sea of bits, we are now acing the challenge of reconciling our dual citizenships in the physical and digital worlds. Windows to the digital world are confined to flat square screens and pixels, or "painted bits." Unfortunately, one cannot feel and confirm the virtual existence of this digital information through one's body. Tangible Bits, our vision of Human Computer Interaction (HCI), seeks to realize seamless interfaces between humans, digital information, and the physical environment by giving physical form to digital information, making bits directly manipulable and perceptible. The goal is to blur the boundary between our bodies and cyberspace and to turn the architectural space into an interface between the people, bits, and atoms. In this talk, I will present a variety of tangible user interfaces the Tangible Media Group has designed and presented within the CHI, SIGGRAPH, UIST, CSCW, IDSA, ICSID, ICC, and Ars Electronica communitiesHiroshi Ishii is a tenured Associate Professor of Media Arts and Sciences, at the MIT Media Lab. His research focuses upon the design of seamless interfaces between humans, digital information, and the physical environment.At the MIT Media Lab, he founded and directs the Tangible Media Group pursuing a new vision of Human Computer Interaction (HCI): "Tangible Bits." His team seeks to change the "painted bits" of GUIs to "tangible bits" by giving physical form to digital information. He also co-directs Things That Think (TTT) Consortium at the MIT Media Lab.Ishii and his students have presented their vision of "Tangible Bits" at a variety of academic, industrial design, and artistic venues (including ACM SIGCHI, ACM SIGGRAPH, Industrial Design Society of America, and Ars Electronica), emphasizing that the development of tangible interfaces requires the rigor of both scientific and artistic review. A display of many of the groups projects took place at the NTT InterCommunication Center (ICC) in Tokyo in summer 2000. A new, two-year-long exhibition "Get in Touch" that features the Tangible Media group's work opened at Ars Electronica Center (Linz, Austria) in September 2001Prior to MIT, from 1988-1994, he led a CSCW research group at the NTT Human Interface Laboratories, where his team invented TeamWorkStation and ClearBoard. In 1993 and 1994, he was a visiting assistant professor at the University of Toronto, Canada. He received B. E. degree in electronic engineering, M. E. and Ph. D. degrees in computer engineering from Hokkaido University, Japan, in 1978, 1980 and 1992, respectively.Home page for Hiroshi Ishii: . Hiroshi Ishii 0001 |
IUI | 1 |
| 2002 | A tangible interface for organizing information using a gridabstractThe task of organizing information is typically performed either by physically manipulating note cards or sticky notes or by arranging icons on a computer with a graphical user interface. We present a new tangible interface platform for manipulating discrete pieces of abstract information, which attempts to combine the benefits of each of these two alternatives into a single system. We developed interaction techniques and an example application for organizing conference papers. We assessed the effectiveness of our system by experimentally comparing it to both graphical and paper interfaces. The results suggest that our tangible interface can provide a more effective means of organizing, grouping, and manipulating data than either physical operations or graphical computer interaction alone Robert J. K. Jacob, Hiroshi Ishii 0001, Gian Pangaro, James Patten |
CHI | 2 |
| 2002 | Illuminating clay: a 3-D tangible interface for landscape analysisabstractThis paper describes a novel system for the real-time computational analysis of landscape models. Users of the system - called Illuminating Clay - alter the topography of a clay landscape model while the changing geometry is captured in real-time by a ceiling-mounted laser scanner. A depth image of the model serves as an input to a library of landscape analysis functions. The results of this analysis are projected back into the workspace and registered with the surfaces of the model.We describe a scenario for which this kind of tool has been developed and we review past work that has taken a similar approach. We describe our system architecture and highlight specific technical issues in its implementation.We conclude with a discussion of the benefits of the system in combining the tangible immediacy of physical models with the dynamic capabilities of computational simulations. Ben Piper, Carlo Ratti, Hiroshi Ishii 0001 |
CHI | 3 |
| 2002 | Tangible Bits: Designing the Seamless Interface between People, Bits, and Atoms
Hiroshi Ishii 0001 |
ISMAR | 1 |
| 2002 | Augmented Urban Planning Workbench: Overlaying Drawings, Physical Models and Digital SimulationabstractThere is a problem in the spatial and temporal separation between the varying forms of representation used in urban design. Sketches, physical models, and more recently computational simulation, while each serving a useful purpose, tend to be incompatible forms of representation. The contemporary designer is required assimilate these divergent media into a single mental construct and in so doing is distracted from the central process of design. We propose an augmented reality workbench called "Luminous Table" that attempts to address this issue by integrating multiple forms of physical and digital representations. 2D drawings, 3D physical models, and digital simulation are overlaid into a single information space in order to support the urban design process. We describe how the system was used in a graduate design course and discuss how the simultaneous use of physical and digital media allowed for a more holistic design approach. We also discuss the need for future technical improvements. Hiroshi Ishii 0001, Eran Ben-Joseph, John Underkoffler, Luke Yeung, Dan Chak, Zahra Kanji, Ben Piper |
ISMAR | 1 |
| 2002 | Tangible viewpoints: a physical approach to multimedia storiesabstractWe present a multimedia storytelling system that couples a tangible interface with a multiple viewpoint approach to interactive narratives. Over the centuries, stories have moved from the physical environment (around campfires and on the stage), to the printed page, then to movie, television and computer screens. Today, using wireless and tag sensing technologies, storytellers are able to bring digital stories back into our physical environment. The Tangible Viewpoints system explores how physical objects and augmented surfaces can be used as tangible embodiments of different character perspectives in an interactive tale. These graspable surrogates provide a direct mode of navigation to the story world, a means of bridging the gap between cyberspace and our physical environment as we engage with digital stories. The system supports stories told in a range of media, including audio, video, still image and text.In this paper, we first provide a context for Tangible Viewpoints based on research in the areas of tangible interfaces and interactive narratives. We then offer an overview of the Tangible Viewpoints functionality, and explain the design and implementation of the system. The current system has been used in two storytelling projects. We discuss each one, and look at how user feedback has affected or will affect further development. We conclude by suggesting several future applications for the Tangible Viewpoints interface. Ali Mazalek, Glorianna Davenport, Hiroshi Ishii 0001 |
ACM Multimedia | 3 |
| 2002 | The actuated workbench: computer-controlled actuation in tabletop tangible interfacesabstractThe Actuated Workbench is a device that uses magnetic forces to move objects on a table in two dimensions. It is intended for use with existing tabletop tangible interfaces, providing an additional feedback loop for computer output, and helping to resolve inconsistencies that otherwise arise from the computer's inability to move objects on the table. We describe the Actuated Workbench in detail as an enabling technology, and then propose several applications in which this technology could be useful. Gian Pangaro, Dan Maynes-Aminzade, Hiroshi Ishii 0001 |
UIST | 3 |
| 2001 | Sensetable: a wireless object tracking platform for tangible user interfacesabstractIn 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. James Patten, Hiroshi Ishii 0001, Jim Hines, Gian Pangaro |
CHI | 2 |
| 2000 | curlybot: designing a new class of computational toysabstractWe introduce an educational toy, called curlybot, as the basis for a new class of toys aimed at children in their early stages of development — ages four and up. curlybot is an autonomous two-wheeled vehicle with embedded electronics that can record how it has been moved on any flat surface and then play back that motion accurately and repeatedly. Children can use curlybot to develop intuitions for advanced mathematical and computational concepts, like differential geometry, through play away from a traditional computer. Phil Frei, Victor Su, Bakhtiar Mikhak, Hiroshi Ishii 0001 |
CHI | 4 |
| 2000 | HandSCAPE: a vectorizing tape measure for on-site measuring applicationsabstractWe introduce HandSCAPE, an orientation-aware digital tape measure, as an input device for digitizing field measurements, and visualizing the volume of the resulting vectors with computer graphics. Using embedded orientation-sensing hardware, HandSCAPE captures relevant vectors on each linear measurements and transmits this data wirelessly to a remote computer in real-time. To guide us in design, we have closely studied the intended users, their tasks, and the physical workplaces to extract the needs from real worlds. In this paper, we first describe the potential utility of HandSCAPE for three on-site application areas: archeological surveys, interior design, and storage space allocation. We then describe the overall system which includes orientation sensing, vector calculation, and primitive modeling. With exploratory usage results, we conclude our paper for interface design issues and future developments. Victor Su, Sandia Ren, Hiroshi Ishii 0001 |
CHI | 4 |
| 2000 | Tangible Bits: Designing the Boundary between People, Bits, and Atoms
Hiroshi Ishii 0001 |
Graphics Interface | 1 |
| 1999 | PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative PlayabstractThis paper introduces a novel interface for digitally-augmented cooperative play. We present the concept of the athletic-tangible interface, a new class of interaction which uses tangible objects and full-body motion in physical spaces with digital augmentation. We detail the implementation of PingPongPlus, a reactive ping-pong table, which features a novel sound-based ball tracking technology. The game is augmented and transformed with dynamic graphics and sound, determined by the position of impact, and the rhythm and style of play. A variety of different modes of play and initial experiences with PingPongPlus are also described. Hiroshi Ishii 0001, Craig Wisneski, Julian Orbanes, Ben Chun, Joseph A. Paradiso |
CHI | 1 |
| 1999 | Urp: A Luminous-Tangible Workbench for Urban Planning and DesignabstractWe introduce a system for urban planning - called Urp -that integrates functions addressing a broad range of the fields concerns into a single, physically based workbench setting. The I/O Bulb infrastructure on which the application is based allows physical architectural models placed on an ordinary table surface to cast shadows accurate for arbitrary times of day; to throw reflections off glass facade surfaces; to affect a real-time and visually coincident simulation of pedestrian-level windflow; and so on. John Underkoffler, Hiroshi Ishii 0001 |
CHI | 2 |
| 1999 | TouchCounters: Designing Interactive Electronic Labels for Physical ContainersabstractWe present TouchCounters, an integrated system of electronic modules, physical storage containers, and shelving surfaces for the support of collaborative physical work. Through physical sensors and local displays, TouchCounters record and display usage history information upon physical storage containers, thus allowing access to this information during the performance of real-world tasks. A distributed communications network allows this data to be exchanged with a server, such that users can access this information from remote locations as well. Paul Yarin, Hiroshi Ishii 0001 |
CHI | 2 |
| 1999 | Emancipated Pixels: Real-World Graphics in the Luminous RoomabstractArticle Free Access Share on Emancipated pixels: real-world graphics in the luminous room Authors: John Underkoffler Tangible Media Group, MIT Media Laboratory Tangible Media Group, MIT Media LaboratoryView Profile , Brygg Ullmer Tangible Media Group, MIT Media Laboratory Tangible Media Group, MIT Media LaboratoryView Profile , Hiroshi Ishii Tangible Media Group, MIT Media Laboratory Tangible Media Group, MIT Media LaboratoryView Profile Authors Info & Claims SIGGRAPH '99: Proceedings of the 26th annual conference on Computer graphics and interactive techniquesJuly 1999 Pages 385–392https://doi.org/10.1145/311535.311593Published:01 July 1999Publication History 116citation1,329DownloadsMetricsTotal Citations116Total Downloads1,329Last 12 Months64Last 6 weeks3 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF John Underkoffler, Brygg Ullmer, Hiroshi Ishii 0001 |
SIGGRAPH | 3 |
| 1998 | Triangles: Tangible Interface for Manipulation and Exploration of Digital Information TopographyabstractThis paper presents a system for interacting with digital information, called Triangles.The Triangles system is a physictidigital construction kit, which allows users to use two hands to grasp and manipulate complex digital information.The kit consists of a set of identical flat, plastic triangles, each with a microprocessor inside and magnetic edge connectors.The connectors enable the Triangles to be physically connected to each other and provide tactile feedback of these connections.The connectors also pass electricity, allowing the Triangles to communicate digital information to each other and to a ,desktop computer.When the pieces contact one another, specific connection information is sent back to a computer that keeps track of the configuration of the system.Specific two and three-dimensional confi,%ations of the pieces can trigger application events.The Triangles system provides a physical embodiment of aigital information topography.The individual tiles have a simple geometric form which does not inherit the semantics of everyday physical objects.Their shape, size, and connectors encourage rapid rearrangement and exploration of groups of Triangles.The infinitely reconfigurable 2D and 3D topographies of the Triangles system create a new language for tangible interface. KeyworcisInterface design, tangible interface, physical interface, graspable interface, digital connector, physical connector, magnetic connector, tangible bits.lNTRODUCTlON Physical building blocks are powerful tools for thought and play.They allow quick construction and manipulation of structures through two-handed tactile interaction.This enables an easy exploration and understanding of the blocks' interactions with one another, and also of physical properties lie balance, gravity, composition, and form (Fig. 1). Matthew G. Gorbet, Maggie Orth, Hiroshi Ishii 0001 |
CHI | 3 |
| 1998 | Illuminating Light: An Optical Design Tool with a Luminous-Tangible InterfaceabstractArticle Illuminating light: an optical design tool with a luminous-tangible interface Share on Authors: John Underkoffler MIT Media Laboratory, Cambridge, MA MIT Media Laboratory, Cambridge, MAView Profile , Hiroshi Ishii MIT Media Laboratory, Cambridge, MA MIT Media Laboratory, Cambridge, MAView Profile Authors Info & Claims CHI '98: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsJanuary 1998 Pages 542–549https://doi.org/10.1145/274644.274717Published:01 January 1998 91citation1,664DownloadsMetricsTotal Citations91Total Downloads1,664Last 12 Months28Last 6 weeks1 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access John Underkoffler, Hiroshi Ishii 0001 |
CHI | 2 |
| 1998 | Tangible Interfaces for Remote Collaboration and CommunicationabstractCurrent systems for real-time distributed CSCW are largely rooted in traditional GUI-based groupware and voice/video conferencing methodologies. In these approaches, interactions are limited to visual and auditory media, and shared environments are confined to the digital world. This paper presents a new approach to enhance remote collaboration and communication, based on the idea of Tangible Interfaces, which places a greater emphasis on touch and physicality. The approach is grounded in a concept called Synchronized Distributed Physical Objects, which employs telemanipulation technology to create the illusion that distant users are interacting with shared physical objects. We describe two applications of this approach: PSyBench, a physical shared workspace, and inTouch, a device for haptic interpersonal communication. Keywords Tangible Interfaces, haptic interfaces, telemanipulation, force-feedback, physical presence INTRODUCTION For many years our conception of human-computer in... Scott Brave, Hiroshi Ishii 0001, Andrew Dahley |
CSCW | 2 |
| 1998 | mediaBlocks: Physical Containers, Transports, and Controls for Online MediaabstractArticle mediaBlocks: physical containers, transports, and controls for online media Share on Authors: Brygg Ullmer Massachusetts Institute of Technology Massachusetts Institute of TechnologyView Profile , Hiroshi Ishii Massachusetts Institute of Technology Massachusetts Institute of TechnologyView Profile , Dylan Glas Massachusetts Institute of Technology Massachusetts Institute of TechnologyView Profile Authors Info & Claims SIGGRAPH '98: Proceedings of the 25th annual conference on Computer graphics and interactive techniquesJuly 1998 Pages 379–386https://doi.org/10.1145/280814.280940Online:24 July 1998Publication History 138citation1,709DownloadsMetricsTotal Citations138Total Downloads1,709Last 12 Months36Last 6 weeks3 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access Brygg Ullmer, Hiroshi Ishii 0001, Dylan F. Glas |
SIGGRAPH | 2 |
| 1997 | Tangible Bits: Towards Seamless Interfaces between People, Bits and AtomsabstractArticle Free Access Share on Tangible bits: towards seamless interfaces between people, bits and atoms Authors: Hiroshi Ishii MIT Media Laboratory, Tangible Media Group, 20 Ames Street, Cambridge, MA MIT Media Laboratory, Tangible Media Group, 20 Ames Street, Cambridge, MAView Profile , Brygg Ullmer MIT Media Laboratory, Tangible Media Group, 20 Ames Street, Cambridge, MA MIT Media Laboratory, Tangible Media Group, 20 Ames Street, Cambridge, MAView Profile Authors Info & Claims CHI '97: Proceedings of the ACM SIGCHI Conference on Human factors in computing systemsMarch 1997 Pages 234–241https://doi.org/10.1145/258549.258715Published:27 March 1997Publication History 2,110citation21,884DownloadsMetricsTotal Citations2,110Total Downloads21,884Last 12 Months2,302Last 6 weeks275 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my Alerts New Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteeReaderPDF Hiroshi Ishii 0001, Brygg Ullmer |
CHI | 1 |
| 1997 | The MetaDESK: Models and Prototypes for Tangible User InterfacesabstractThe metaDESK is a user interface platform demonstrating new interaction techniques we call tangible user inter- faces. We explore the physical instantiation of interface elements from the graphical user interface paradigm, giving physical form to windows, icons, handles, menus, and controls. The design and implementation of the metaDESK display, sensor, and software architectures is discussed. A prototype application driving an interaction with geographi- cal space, Tangible Geospace, is presented to demonstrate these concepts. Brygg Ullmer, Hiroshi Ishii 0001 |
ACM Symposium on User Interface Software and Technology | 2 |
| 1995 | Bricks: Laying the Foundations for Graspable User InterfacesabstractArticle Bricks: laying the foundations for graspable user interfaces Share on Authors: George W. Fitzmaurice Dynamic Graphics Project, CSRI, University of Toronto, Toronto, Ontario, Canada M5S 1A4 Dynamic Graphics Project, CSRI, University of Toronto, Toronto, Ontario, Canada M5S 1A4View Profile , Hiroshi Ishii NTT Human Interface Lab, 1-2356 Take, Yokosuka-Shi, Kanagawa, 238-03 Japan NTT Human Interface Lab, 1-2356 Take, Yokosuka-Shi, Kanagawa, 238-03 JapanView Profile , William A. S. Buxton Dynamic Graphics Project, CSRI, University of Toronto, Toronto, Ontario, Canada M5S 1A4 and Alias Research Inc., 110 Richmond Street East, Toronto, Ontario, Canada M5C 1P1 Dynamic Graphics Project, CSRI, University of Toronto, Toronto, Ontario, Canada M5S 1A4 and Alias Research Inc., 110 Richmond Street East, Toronto, Ontario, Canada M5C 1P1View Profile Authors Info & Claims CHI '95: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsMay 1995 Pages 442–449https://doi.org/10.1145/223904.223964Online:01 May 1995Publication History 528citation5,214DownloadsMetricsTotal Citations528Total Downloads5,214Last 12 Months324Last 6 weeks32 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access George W. Fitzmaurice, Hiroshi Ishii 0001, William Buxton |
CHI | 2 |
| 1995 | Transparent Layered User Interfaces: An Evaluation of a Display Design to Enhance Focused and Divided AttentionabstractArticle Transparent layered user interfaces: an evaluation of a display design to enhance focused and divided attention Share on Authors: Beverly L. Harrison Dept. of Industrial Engineering, University of Toronto, Toronto, Ontario, Canada, M5S 1A4 and Alias Research Ltd., 110 Richmond St. East, Toronto, Ontario, Canada, M5C 1P1 Dept. of Industrial Engineering, University of Toronto, Toronto, Ontario, Canada, M5S 1A4 and Alias Research Ltd., 110 Richmond St. East, Toronto, Ontario, Canada, M5C 1P1View Profile , Hiroshi Ishii NTT Human Interface Lab, 1-2356 Take, Yokosuka-Shi, Kanagawa, 238-03 Japan NTT Human Interface Lab, 1-2356 Take, Yokosuka-Shi, Kanagawa, 238-03 JapanView Profile , Kim J. Vicente Dept. of Industrial Engineering, University of Toronto, Toronto, Ontario, Canada, M5S 1A4 Dept. of Industrial Engineering, University of Toronto, Toronto, Ontario, Canada, M5S 1A4View Profile , William A. S. Buxton Alias Research Ltd., 110 Richmond St. East, Toronto, Ontario, Canada, M5C 1P1 and Dept. of Computer Science, University of Toronto, Toronto, Ontario, Canada, M5S 1A4 Alias Research Ltd., 110 Richmond St. East, Toronto, Ontario, Canada, M5C 1P1 and Dept. of Computer Science, University of Toronto, Toronto, Ontario, Canada, M5S 1A4View Profile Authors Info & Claims CHI '95: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsMay 1995 Pages 317–324https://doi.org/10.1145/223904.223945Online:01 May 1995Publication History 83citation2,496DownloadsMetricsTotal Citations83Total Downloads2,496Last 12 Months100Last 6 weeks9 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access Beverly L. Harrison, Hiroshi Ishii 0001, Kim J. Vicente, William Buxton |
CHI | 2 |
| 1990 | NTT human interface laboratories (lab review)abstractNo abstract available. Takaya Endo, Hiroshi Ishii 0001 |
CHI | 2 |