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CHAMO, Sigfred PAPIO, Charlemagne TADEO, Rafael Jaime AGOO, Andreia Ianna
Agenda
Definition of Tangible User Interface
Origins and History Tangible Interfaces and Application Domains Frameworks Implementation Technologies Strengths and Limitations
HISTORY
History
We live in a complex world, filled with myriad objects, tools, toys, and people. Our lives are spent in diverse interaction with this environment. Yet, for the most part, our computing takes place sitting in front of, and staring at, a single glowing screen attached to an array of buttons and a mouse.
(Wellner, Mackay & Gold, 1993)
History
The development of the notion of a tangible interface is closely tied to the initial motivation for Augmented Reality and Ubiquitous Computing.
In 1993, a special issue of the Communications of the ACM titled Back to the Real World argued that both desktop computers and virtual reality estrange humans from their natural environment.
History
In 1995, George Fitzmaurice, Hiroshi Ishii and William Buxton introduced the notion of a Graspable Interface, where graspable handles are used to manipulate digital objects.
In 1997, Hiroshi Ishii and his students presented a more comprehensive vision of Tangible Bits which soon led to proposition of a Tangible User Interface This, then, influenced and led other groups to discover, broaden and apply the technology.
History
Notable First TUIs:
Perlmans Slot Machine is the first system classified as a tangible interface, 1974-1976 Intelligent 3D Modeling by Robert Aish and John Frazers team, 1980s
History
Notable First TUIs:
Marble Answering Machine by Durrell Bishop, 1995
TANGIBLE INTERFACES
Tangible Interfaces
There are 3 areas that are related to and overlap with TUIs:
Related Research Areas Unifying Perspective Reality-Based Interaction
Tangible Interfaces
Related Research Areas
Tangible Augmented Reality - combine tangible
input with an augmented reality display or output
Tangible
combines interaction techniques and technologies of interactive multitouch surfaces and TUIs
Tabletop
Interaction
Tangible Interfaces
Unifying Perspective
Tangible Computing - deals with tangible objects
that are interfaced with computers; instead of just one input device, there is a coordinated interplay of different devices and objects
Tangible Interfaces
Reality-Based Interaction - basing interaction on preexisting
skills and knowledge from the non-digital world may reduce the mental effort required to operate a system
Four themes of interaction with the real world that can be leveraged by physical interfaces: - Nave Physics - Body Awareness and Skills - Social Awareness and Skills - Environment Awareness and Skills
APPLICATION DOMAINS
Application Domains
Tangible User Interface can be applied in:
Learning Problem Solving and Planning Information Visualization Tangible Programming Entertainment, Play and Edutainment Music and Performance Social Communication Tangible Reminders and Tags
FRAMEWORKS
Frameworks
Properties of TUI
Space Multiplexing TUI offers multiple input devices so that input and output are distributed over space, enabling the user to select an object or function with only one movement
Frameworks
GUI vs TUI
MVC Model (Model View Controller) MCR Model (Model-Control Representation)
GUI
TUI
Frameworks
GUI vs TUI
GUI CityScape sw.
TUI Project urp
IMPLEMENTATION TECHNOLOGIES
Implementation Technologies
Emerging toolkits and software tools that support the implementation and prototyping of Tangible User Interface:
1. RFID - is a wireless radio-based technology that enables to
sense the presence and identity of a tagged object
Space Multiplexing and Directness of Interaction enables the system designer to take advantage of shape, size, and position of the physical controller to increase functionality and decrease complexity of interaction
SAMPLE TUIs
Sample TUIs
Sifteo Cubes
Category: Tangibles Domain: Learning, Play
Sample TUIs
Other examples:
CONCLUSION
Conclusion
May increase usability May increase enjoyment Allows multitasking Allows for interaction in the periphery Support face-to-face social interaction
Can leverage users knowledge and skills of interaction with everyday, non-digital work
References
http://www.slideshare.net/gobletcell/various-user-interfaces Graspable/Tangible User Interface Dipak Sutriee Tangible user interface Martin Kalten Brunnner http://www.bluehair.co/2010/05/what-are-tangible-user-interfaces-2/ http://en.wikipedia.org/wiki/Tangible_user_interface http://vimeo.com/3164229#at=0 http://vimeo.com/3164142#at=0 http://www.youtube.com/watch?feature=player_embedded&v=ijD2ojIrIEg http://www.youtube.com/watch?v=rWf4xS-28nU http://www.youtube.com/watch?v=yTCQc7hOsUU Physical and embodied user interfaces by Simone Mora Tangible User Interface: Past, Present and Future Directions by O. Shaer & E. Hornecker
Questions?