TL;DR: This paper demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras, and allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space.
Abstract: We present an end-to-end system for augmented and virtual reality telepresence, called Holoportation. Our system demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras. These 3D models can also be transmitted in real-time to remote users. This allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space. From an audio-visual perspective, communicating and interacting with remote users edges closer to face-to-face communication. This paper describes the Holoportation technical system in full, its key interactive capabilities, the application scenarios it enables, and an initial qualitative study of using this new communication medium.
TL;DR: A novel machine learning architecture, specifically designed for radio-frequency based gesture recognition, based on an end-to-end trained combination of deep convolutional and recurrent neural networks, for Google's Soli sensor.
Abstract: This paper proposes a novel machine learning architecture, specifically designed for radio-frequency based gesture recognition. We focus on high-frequency (60]GHz), short-range radar based sensing, in particular Google's Soli sensor. The signal has unique properties such as resolving motion at a very fine level and allowing for segmentation in range and velocity spaces rather than image space. This enables recognition of new types of inputs but poses significant difficulties for the design of input recognition algorithms. The proposed algorithm is capable of detecting a rich set of dynamic gestures and can resolve small motions of fingers in fine detail. Our technique is based on an end-to-end trained combination of deep convolutional and recurrent neural networks. The algorithm achieves high recognition rates (avg 87%) on a challenging set of 11 dynamic gestures and generalizes well across 10 users. The proposed model runs on commodity hardware at 140 Hz (CPU only).
TL;DR: It is found that haptic feedback significantly increases the accuracy of VR interaction, most effectively by rendering high-fidelity shape output as in the case of mechanically-actuated hand-held controllers.
Abstract: We present an investigation of mechanically-actuated hand-held controllers that render the shape of virtual objects through physical shape displacement, enabling users to feel 3D surfaces, textures, and forces that match the visual rendering. We demonstrate two such controllers, NormalTouch and TextureTouch, which are tracked in 3D and produce spatially-registered haptic feedback to a user's finger. NormalTouch haptically renders object surfaces and provides force feedback using a tiltable and extrudable platform. TextureTouch renders the shape of virtual objects including detailed surface structure through a 4×4 matrix of actuated pins. By moving our controllers around while keeping their finger on the actuated platform, users obtain the impression of a much larger 3D shape by cognitively integrating output sensations over time. Our evaluation compares the effectiveness of our controllers with the two de-facto standards in Virtual Reality controllers: device vibration and visual feedback only. We find that haptic feedback significantly increases the accuracy of VR interaction, most effectively by rendering high-fidelity shape output as in the case of our controllers.
TL;DR: The design of Zooids is described, an open-source open-hardware platform for developing tabletop swarm interfaces that consists of a collection of custom-designed wheeled micro robots each 2.6 cm in diameter.
Abstract: This paper introduces swarm user interfaces, a new class of human-computer interfaces comprised of many autonomous robots that handle both display and interaction. We describe the design of Zooids, an open-source open-hardware platform for developing tabletop swarm interfaces. The platform consists of a collection of custom-designed wheeled micro robots each 2.6 cm in diameter, a radio base-station, a high-speed DLP structured light projector for optical tracking, and a software framework for application development and control. We illustrate the potential of tabletop swarm user interfaces through a set of application scenarios developed with Zooids, and discuss general design considerations unique to swarm user interfaces.
TL;DR: A custom smartwatch kernel is developed that boosts the sampling rate of a smartwatch's existing accelerometer to 4 kHz, using this new source of high-fidelity data to classify hand gestures and unlock user interface techniques that previously relied on special-purpose and/or cumbersome instrumentation.
Abstract: Smartwatches and wearables are unique in that they reside on the body, presenting great potential for always-available input and interaction. Their position on the wrist makes them ideal for capturing bio-acoustic signals. We developed a custom smartwatch kernel that boosts the sampling rate of a smartwatch's existing accelerometer to 4 kHz. Using this new source of high-fidelity data, we uncovered a wide range of applications. For example, we can use bio-acoustic data to classify hand gestures such as flicks, claps, scratches, and taps, which combine with on-device motion tracking to create a wide range of expressive input modalities. Bio-acoustic sensing can also detect the vibrations of grasped mechanical or motor-powered objects, enabling passive object recognition that can augment everyday experiences with context-aware functionality. Finally, we can generate structured vibrations using a transducer, and show that data can be transmitted through the human body. Overall, our contributions unlock user interface techniques that previously relied on special-purpose and/or cumbersome instrumentation, making such interactions considerably more feasible for inclusion in future consumer devices.
TL;DR: Eviza provides a natural language interface for an interactive query dialog with an existing visualization rather than starting from a blank sheet and asking closed-ended questions that return a single text answer or static visualization.
Abstract: Natural language interfaces for visualizations have emerged as a promising new way of interacting with data and performing analytics. Many of these systems have fundamental limitations. Most return minimally interactive visualizations in response to queries and often require experts to perform modeling for a set of predicted user queries before the systems are effective. Eviza provides a natural language interface for an interactive query dialog with an existing visualization rather than starting from a blank sheet and asking closed-ended questions that return a single text answer or static visualization. The system employs a probabilistic grammar based approach with predefined rules that are dynamically updated based on the data from the visualization, as opposed to computationally intensive deep learning or knowledge based approaches.The result of an interaction is a change to the view (e.g., filtering, navigation, selection) providing graphical answers and ambiguity widgets to handle ambiguous queries and system defaults. There is also rich domain awareness of time, space, and quantitative reasoning built in, and linking into existing knowledge bases for additional semantics. Eviza also supports pragmatics and exploring multi-modal interactions to help enhance the expressiveness of how users can ask questions about their data during the flow of visual analysis.
TL;DR: This work demonstrates metamaterial objects that perform a mechanical function and implemented a specialized 3D editor that allows users to place different types of cells, including the shear cell, thereby allowing users to add mechanical functionality to their objects.
Abstract: Recently, researchers started to engineer not only the outer shape of objects, but also their internal microstructure. Such objects, typically based on 3D cell grids, are also known as metamaterials. Metamaterials have been used, for example, to create materials with soft and hard regions.So far, metamaterials were understood as materials-we want to think of them as machines. We demonstrate metamaterial objects that perform a mechanical function. Such metamaterial mechanisms consist of a single block of material the cells of which play together in a well-defined way in order to achieve macroscopic movement. Our metamaterial door latch, for example, transforms the rotary movement of its handle into a linear motion of the latch. Our metamaterial Jansen walker consists of a single block of cells-that can walk. The key element behind our metamaterial mechanisms is a specialized type of cell, the only ability of which is to shear.In order to allow users to create metamaterial mechanisms efficiently we implemented a specialized 3D editor. It allows users to place different types of cells, including the shear cell, thereby allowing users to add mechanical functionality to their objects. To help users verify their designs during editing, our editor allows users to apply forces and simulates how the object deforms in response.
TL;DR: A bending mechanism that creates multiple, programmable shape-changing behaviors with inextensible materials, including paper, plastics and fabrics is introduced and a software tool is developed that generates these bending mechanism for a given geometry, simulates its transformation, and exports the compound geometry as digital fabrication files.
Abstract: This 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.
TL;DR: RadarCat can train and classify different types of materials and objects which it can then recognize in real time and is robust and accurate, and enables new forms of everyday proximate interaction with digital devices.
Abstract: In RadarCat we present a small, versatile radar-based system for material and object classification which enables new forms of everyday proximate interaction with digital devices. We demonstrate that we can train and classify different types of materials and objects which we can then recognize in real time. Based on established research designs, we report on the results of three studies, first with 26 materials (including complex composite objects), next with 16 transparent materials (with different thickness and varying dyes) and finally 10 body parts from 6 participants. Both leave one-out and 10-fold cross-validation demonstrate that our approach of classification of radar signals using random forest classifier is robust and accurate. We further demonstrate four working examples including a physical object dictionary, painting and photo editing application, body shortcuts and automatic refill based on RadarCat. We conclude with a discussion of our results, limitations and outline future directions.
TL;DR: A new system is introduced that offers improved sampling speed and resolution that enables superior interior reconstruction and gesture recognition and is used as a vehicle for experimentation on the future feasibility of EIT for sensing human input.
Abstract: Electrical Impedance Tomography (EIT) was recently employed in the HCI domain to detect hand gestures using an instrumented smartwatch. This prior work demonstrated great promise for non-invasive, high accuracy recognition of gestures for interactive control. We introduce a new system that offers improved sampling speed and resolution. In turn, this enables superior interior reconstruction and gesture recognition. More importantly, we use our new system as a vehicle for experimentation ' we compare two EIT sensing methods and three different electrode resolutions. Results from in-depth empirical evaluations and a user study shed light on the future feasibility of EIT for sensing human input.
TL;DR: ERICA, a system that takes a scalable, human-computer approach to interaction mining existing Android apps without the need to modify them in any way, and collects interaction traces from over a thousand popular Android apps.
Abstract: Design plays an important role in adoption of apps. App design, however, is a complex process with multiple design activities. To enable data-driven app design applications, we present interaction mining -- capturing both static (UI layouts, visual details) and dynamic (user flows, motion details) components of an app's design. We present ERICA, a system that takes a scalable, human-computer approach to interaction mining existing Android apps without the need to modify them in any way. As users interact with apps through ERICA, it detects UI changes, seamlessly records multiple data-streams in the background, and unifies them into a user interaction trace. Using ERICA we collected interaction traces from over a thousand popular Android apps. Leveraging this trace data, we built machine learning classifiers to detect elements and layouts indicative of 23 common user flows. User flows are an important component of UX design and consists of a sequence of UI states that represent semantically meaningful tasks such as searching or composing. With these classifiers, we identified and indexed more than 3000 flow examples, and released the largest online search engine of user flows in Android apps.
TL;DR: VizLens robustly solves a long-standing challenge in accessibility by deeply integrating crowdsourcing and computer vision, and foreshadows a future of increasingly powerful interactive applications that would be currently impossible with either alone.
Abstract: The world is full of physical interfaces that are inaccessible to blind people, from microwaves and information kiosks to thermostats and checkout terminals. Blind people cannot independently use such devices without at least first learning their layout, and usually only after labeling them with sighted assistance. We introduce VizLens - an accessible mobile application and supporting backend that can robustly and interactively help blind people use nearly any interface they encounter. VizLens users capture a photo of an inaccessible interface and send it to multiple crowd workers, who work in parallel to quickly label and describe elements of the interface to make subsequent computer vision easier. The VizLens application helps users recapture the interface in the field of the camera, and uses computer vision to interactively describe the part of the interface beneath their finger (updating 8 times per second). We show that VizLens provides accurate and usable real-time feedback in a study with 10 blind participants, and our crowdsourcing labeling workflow was fast (8 minutes), accurate (99.7%), and cheap ($1.15). We then explore extensions of VizLens that allow it to (i) adapt to state changes in dynamic interfaces, (ii) combine crowd labeling with OCR technology to handle dynamic displays, and (iii) benefit from head-mounted cameras. VizLens robustly solves a long-standing challenge in accessibility by deeply integrating crowdsourcing and computer vision, and foreshadows a future of increasingly powerful interactive applications that would be currently impossible with either alone.
TL;DR: It is shown that attaching GyroVR onto the users head (front of the Head Mounted Display (HMD)) resulted in the highest level of immersion and enjoyment and therefore can be built into future VR HMDs, enabling kinesthetic forces in VR.
Abstract: We present GyroVR, head worn flywheels designed to render inertia in Virtual Reality (VR. Motions such as flying, diving or floating in outer space generate kinesthetic forces onto our body which impede movement and are currently not represented in VR. We simulate those kinesthetic forces by attaching flywheels to the users head, leveraging the gyroscopic effect of resistance when changing the spinning axis of rotation. GyroVR is an ungrounded, wireless and self contained device allowing the user to freely move inside the virtual environment. The generic shape allows to attach it to different positions on the users body. We evaluated the impact of GyroVR onto different mounting positions on the head (back and front) in terms of immersion, enjoyment and simulator sickness. Our results show, that attaching GyroVR onto the users head (front of the Head Mounted Display (HMD)) resulted in the highest level of immersion and enjoyment and therefore can be built into future VR HMDs, enabling kinesthetic forces in VR.
TL;DR: This work introduces Rovables, a miniature robot that can move freely on unmodified clothing, and proposes an interaction space for mobile on-body devices spanning sensing, actuation, and interfaces, and develops application scenarios in that space.
Abstract: We introduce Rovables, a miniature robot that can move freely on unmodified clothing. The robots are held in place by magnetic wheels, and can climb vertically. The robots are untethered and have an onboard battery, microcontroller, and wireless communications. They also contain a low-power localization system that uses wheel encoders and IMU, allowing Rovables to perform limited autonomous navigation on the body. In the technical evaluations, we found that Rovables can operate continuously for 45 minutes and can carry up to 1.5N. We propose an interaction space for mobile on-body devices spanning sensing, actuation, and interfaces, and develop application scenarios in that space. Our applications include on-body sensing, modular displays, tactile feedback and interactive clothing and jewelry.
TL;DR: A simple extension to the familiar mobile keyboard suggestion interface is introduced that presents phrase suggestions that can be accepted by a repeated-tap gesture and finds that phrases were interpreted as suggestions that affected the content of what participants wrote more than conventional single-word suggestions.
Abstract: A system capable of suggesting multi-word phrases while someone is writing could supply ideas about content and phrasing and allow those ideas to be inserted efficiently. Meanwhile, statistical language modeling has provided various approaches to predicting phrases that users type. We introduce a simple extension to the familiar mobile keyboard suggestion interface that presents phrase suggestions that can be accepted by a repeated-tap gesture. In an extended composition task, we found that phrases were interpreted as suggestions that affected the content of what participants wrote more than conventional single-word suggestions, which were interpreted as predictions. We highlight a design challenge: how can a phrase suggestion system make valuable suggestions rather than just accurate predictions'
TL;DR: This paper deploys existing digital fabrication instruments in traditional kitchen and integrate them into cooking via hybrid recipes, allowing the chef to personalize the tastes, flavors, structures and aesthetics of dishes.
Abstract: Several recent projects have introduced digital machines to the kitchen, yet their impact on culinary culture is limited. We envision a culture of Digital Gastronomy that enhances traditional cooking with new interactive capabilities, rather than replacing the chef with an autonomous machine. Thus, we deploy existing digital fabrication instruments in traditional kitchen and integrate them into cooking via hybrid recipes. This concept merges manual and digital procedures, and imports parametric design tools into cooking, allowing the chef to personalize the tastes, flavors, structures and aesthetics of dishes. In this paper we present our hybrid kitchen and the new cooking methodology, illustrated by detailed recipes with degrees of freedom that can be set digitally prior to cooking. Lastly, we discuss future work and conclude with thoughts on the future of hybrid gastronomy.
TL;DR: The Wolverine is a mobile, wearable haptic device designed for simulating the grasping of rigid objects in virtual environment that renders a force directly between the thumb and three fingers to simulate objects held in pad opposition type grasps.
Abstract: The Wolverine is a mobile, wearable haptic device designed for simulating the grasping of rigid objects in virtual environment. In contrast to prior work on force feedback gloves, we focus on creating a low cost, lightweight, and wireless device that renders a force directly between the thumb and three fingers to simulate objects held in pad opposition type grasps. Leveraging low-power brake-based locking sliders, the system can withstand over 100N of force between each finger and the thumb, and only consumes 2.78 Wh(10 mJ) for each braking interaction. Integrated sensors are used both for feedback control and user input: time-of-flight sensors provide the position of each finger and an IMU provides overall orientation tracking. This design enables us to use the device for roughly 6 hours with 5500 full fingered grasping events. The total weight is 55g including a 350 mAh battery.
TL;DR: AggreGaze is presented, a novel method for estimating spatio-temporal audience attention on public displays that requires only a single off-the-shelf camera attached to the display, does not require any personal calibration, and provides visual attention estimates across the full display.
Abstract: Gaze is frequently explored in public display research given its importance for monitoring and analysing audience attention. However, current gaze-enabled public display interfaces require either special-purpose eye tracking equipment or explicit personal calibration for each individual user. We present AggreGaze, a novel method for estimating spatio-temporal audience attention on public displays. Our method requires only a single off-the-shelf camera attached to the display, does not require any personal calibration, and provides visual attention estimates across the full display. We achieve this by 1) compensating for errors of state-of-the-art appearance-based gaze estimation methods through on-site training data collection, and by 2) aggregating uncalibrated and thus inaccurate gaze estimates of multiple users into joint attention estimates. We propose different visual stimuli for this compensation: a standard 9-point calibration, moving targets, text and visual stimuli embedded into the display content, as well as normal video content. Based on a two-week deployment in a public space, we demonstrate the effectiveness of our method for estimating attention maps that closely resemble ground-truth audience gaze distributions.
TL;DR: This work introduces AuraSense, which enables rich, around-device, smartwatch interactions using electric field sensing as an adapted device, and quantifies the feasibility of these input modalities, suggesting that AuraSense can be low latency and robust across users and environments.
Abstract: Existing smartwatches rely on touchscreens for display and input, which inevitably leads to finger occlusion and confines interactivity to a small area. In this work, we introduce AuraSense, which enables rich, around-device, smartwatch interactions using electric field sensing as an adapted device. To explore how this sensing approach could enhance smartwatch interactions, we considered different antenna configurations and how they could enable useful interaction modalities. We identified four configurations that can support six well-known modalities of particular interest and utility, including gestures above or in close proximity to watches, and touchscreen-like finger tracking on the skin. We quantify the feasibility of these input modalities, suggesting that AuraSense can be low latency and robust across users and environments.
TL;DR: A novel debugging tool for electronic design projects, the Toastboard, that aims to reduce debugging time by improving upon the standard paradigm of point-wise circuit measurements, which allows for immediate visualization of an entire breadboard's state.
Abstract: The recent proliferation of easy to use electronic components and toolkits has introduced a large number of novices to designing and building electronic projects. Nevertheless, debugging circuits remains a difficult and time-consuming task. This paper presents a novel debugging tool for electronic design projects, the Toastboard, that aims to reduce debugging time by improving upon the standard paradigm of point-wise circuit measurements. Ubiquitous instrumentation allows for immediate visualization of an entire breadboard's state, meaning users can diagnose problems based on a wealth of data instead of having to form a single hypothesis and plan before taking a measurement. Basic connectivity information is displayed visually on the circuit itself and quantitative data is displayed on the accompanying web interface. Software-based testing functions further lower the expertise threshold for efficient debugging by diagnosing classes of circuit errors automatically. In an informal study, participants found the detailed, pervasive, and context-rich data from our tool helpful and potentially time-saving.
TL;DR: Inspired by a game-theoretic notion of incentive-compatibility, Boomerang opens opportunities for interaction design to incentivize honest reporting over strategic dishonesty.
Abstract: Paid crowdsourcing platforms suffer from low-quality work and unfair rejections, but paradoxically, most workers and requesters have high reputation scores. These inflated scores, which make high-quality work and workers difficult to find, stem from social pressure to avoid giving negative feedback. We introduce Boomerang, a reputation system for crowdsourcing platforms that elicits more accurate feedback by rebounding the consequences of feedback directly back onto the person who gave it. With Boomerang, requesters find that their highly-rated workers gain earliest access to their future tasks, and workers find tasks from their highly-rated requesters at the top of their task feed. Field experiments verify that Boomerang causes both workers and requesters to provide feedback that is more closely aligned with their private opinions. Inspired by a game-theoretic notion of incentive-compatibility, Boomerang opens opportunities for interaction design to incentivize honest reporting over strategic dishonesty.
TL;DR: A new form of low-cost 3D printer to print interactive electromechanical objects with wound in place coils which generate small currents in response to user actions can be used as input sensors in interactive devices.
Abstract: We introduce a new form of low-cost 3D printer to print interactive electromechanical objects with wound in place coils. At the heart of this printer is a mechanism for depositing wire within a five degree of freedom (5DOF) fused deposition modeling (FDM) 3D printer. Copper wire can be used with this mechanism to form coils which induce magnetic fields as a current is passed through them. Soft iron wire can additionally be used to form components with high magnetic permeability which are thus able to shape and direct these magnetic fields to where they are needed. When fabricated with structural plastic elements, this allows simple but complete custom electromagnetic devices to be 3D printed. As examples, we demonstrate the fabrication of a solenoid actuator for the arm of a Lucky Cat figurine, a 6-pole motor stepper stator, a reluctance motor rotor and a Ferrofluid display. In addition, we show how printed coils which generate small currents in response to user actions can be used as input sensors in interactive devices.
TL;DR: An initial user evaluation shows that even novice users with no prior animation experience can create intriguing dynamics using the interactive interface presented, which is fast, stable, and intuitive.
Abstract: Dynamic effects such as waves, splashes, fire, smoke, and explosions are an integral part of stylized animations. However, such dynamics are challenging to produce, as manually sketching key-frames requires significant effort and artistic expertise while physical simulation tools lack sufficient expressiveness and user control. We present an interactive interface for designing these elemental dynamics for animated illustrations. Users draw with coarse-scale energy brushes which serve as control gestures to drive detailed flow particles which represent local velocity fields. These fields can convey both realistic and artistic effects based on user specification. This painting metaphor for creating elemental dynamics simplifies the process, providing artistic control, and preserves the fluidity of sketching. Our system is fast, stable, and intuitive. An initial user evaluation shows that even novice users with no prior animation experience can create intriguing dynamics using our system.
TL;DR: RealPen as mentioned in this paper is an augmented stylus for capacitive tablet screens that recreates the physical sensation of writing on paper with a pencil, ballpoint pen or marker pen.
Abstract: We present RealPen, an augmented stylus for capacitive tablet screens that recreates the physical sensation of writing on paper with a pencil, ball-point pen or marker pen. The aim is to create a more engaging experience when writing on touch surfaces, such as screens of tablet computers. This is achieved by regenerating the friction-induced oscillation and sound of a real writing tool in contact with paper. To generate realistic tactile feedback, our algorithm analyzes the frequency spectrum of the friction oscillation generated when writing with traditional tools, extracts principal frequencies, and uses the actuator's frequency response profile for an adjustment weighting function. We enhance the realism by providing the sound feedback aligned with the writing pressure and speed. Furthermore, we investigated the effects of superposition and fluctuation of several frequencies on human tactile perception, evaluated the performance of RealPen, and characterized users' perception and preference of each feedback type.
TL;DR: Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting that simulates a wider variety of sensations experienced underwater, and analyzed the system factors that influenced the users' sense of being there while using the simulator.
Abstract: We present Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting. While existing diving simulators mostly focus on visual and aural displays, Amphibian simulates a wider variety of sensations experienced underwater. Users rest their torso on a motion platform to feel buoyancy. Their outstretched arms and legs are placed in a suspended harness to simulate drag as they swim. An Oculus Rift head-mounted display (HMD) and a pair of headphones delineate the visual and auditory ocean scene. Additional senses simulated in Amphibian are breath motion, temperature changes, and tactile feedback through various sensors. Twelve experienced divers compared Amphibian to real-life scuba diving. We analyzed the system factors that influenced the users' sense of being there while using our simulator. We present future UI improvements for enhancing immersion in VR diving simulators.
TL;DR: A new approach for designing functional material definitions for multi-material fabrication using Foundry, an interactive and visual process for hierarchically designing spatially-varying material properties, is demonstrated.
Abstract: We demonstrate a new approach for designing functional material definitions for multi-material fabrication using our system called Foundry. Foundry provides an interactive and visual process for hierarchically designing spatially-varying material properties (e.g., appearance, mechanical, optical). The resulting meta-materials exhibit structure at the micro and macro level and can surpass the qualities of traditional composites. The material definitions are created by composing a set of operators into an operator graph. Each operator performs a volume decomposition operation, remaps space, or constructs and assigns a material composition. The operators are implemented using a domain-specific language for multi-material fabrication; users can easily extend the library by writing their own operators. Foundry can be used to build operator graphs that describe complex, parameterized, resolution-independent, and reusable material definitions. We also describe how to stage the evaluation of the final material definition which in conjunction with progressive refinement, allows for interactive material evaluation even for complex designs. We show sophisticated and functional parts designed with our system.
TL;DR: This project combines the memory palace memorization method with augmented reality technology to create a tool to help anyone memorize more effectively and demonstrate one way augmented reality can support learning.
Abstract: NeverMind is an interface and application designed to support human memory. We combine the memory palace memorization method with augmented reality technology to create a tool to help anyone memorize more effectively. Preliminary experiments show that content memorized with NeverMind remains longer in memory compared to general memorization techniques. With this project, we hope to make the memory palace method accessible to novices and demonstrate one way augmented reality can support learning.
TL;DR: The technical program for UIST 2016 features the eighth annual Student Innovation Contest -- teams from all over the world will compete in this year's contest, which focuses on the development of new haptic sensations using Electrical Muscle Stimulation.
Abstract: We are very excited to welcome you to the 29th Annual ACM Symposium on User Interface Software and Technology (UIST), held from October 16-19th 2016, in Tokyo, Japan.
UIST is the premier forum for the presentation of research innovations in the software and technology of human-computer interfaces. Sponsored by ACM's special interest groups on computer-human interaction (SIGCHI) and computer graphics (SIGGRAPH), UIST brings together researchers and practitioners from diverse areas including graphical & web user interfaces, tangible & ubiquitous computing, virtual & augmented reality, multimedia, new input & output devices, fabrication, wearable computing and CSCW.
UIST 2016 received 384 technical paper submissions. After a thorough review process, the 42- member program committee accepted 79 papers (20.6%). Each anonymous submission that entered the full review process was first reviewed by three external reviewers, and a meta-review was provided by a program committee member. If, after these four reviews, the submission was deemed to pass a rebuttal threshold, a second member of the program committee was asked to review the paper and we then asked the authors to submit a short rebuttal addressing the reviewers' concerns. The program committee met in person in Seattle, Washington, USA on June 23rd and 24th, 2016, to select the papers to invite for the program. Submissions were accepted only after the authors provided a final revision addressing the committee's comments.
In addition to papers, our program includes 29 posters, 52 demonstrations, and 8 student presentations in the twelfth annual Doctoral Symposium. Our program also features the eighth annual Student Innovation Contest -- teams from all over the world will compete in this year's contest, which focuses on the development of new haptic sensations using Electrical Muscle Stimulation. UIST 2016 will feature two keynote presentations. The opening keynote will be given by Takeo Kanade (Carnegie Mellon University) on new computer-vision technology combining a projector and camera. Naoto Fukasawa (Naoto Fukasawa Design) will deliver the closing keynote on product design.
We welcome you to Tokyo, a city of rich tradition and vibrant modern culture. We hope that you will find the technical program interesting and thought-provoking. We also hope that UIST 2016 will provide you with enjoyable opportunities to engage with fellow researchers from both industry and academia, from institutions around the world.
TL;DR: New features for Sketch-n-Sketch that assist in the programming process itself are designed and implemented that allow the user to rapidly create high-level, reusable abstractions in the program while at the same time retaining direct manipulation capabilities.
Abstract: Direct manipulation interfaces provide intuitive and interactive features to a broad range of users, but they often exhibit two limitations: the built-in features cannot possibly cover all use cases, and the internal representation of the content is not readily exposed. We believe that if direct manipulation interfaces were to (a) use general-purpose programs as the representation format, and (b) expose those programs to the user, then experts could customize these systems in powerful new ways and non-experts could enjoy some of the benefits of programmable systems.In recent work, we presented a prototype SVG editor called Sketch-n-Sketch that offered a step towards this vision. In that system, the user wrote a program in a general-purpose lambda-calculus to generate a graphic design and could then directly manipulate the output to indirectly change design parameters (i.e. constant literals) in the program in real-time during the manipulation. Unfortunately, the burden of programming the desired relationships rested entirely on the user.In this paper, we design and implement new features for Sketch-n-Sketch that assist in the programming process itself. Like typical direct manipulation systems, our extended Sketch-n-Sketch now provides GUI-based tools for drawing shapes, relating shapes to each other, and grouping shapes together. Unlike typical systems, however, each tool carries out the user's intention by transforming their general-purpose program. This novel, semi-automated programming workflow allows the user to rapidly create high-level, reusable abstractions in the program while at the same time retaining direct manipulation capabilities. In future work, our approach may be extended with more graphic design features or realized for other application domains.
TL;DR: Ellustrate is presented, a digital design tool that enables the functional and aesthetic design of electronic circuits with multiple conductive and dielectric materials and enables a new electronic design conversation that combines electronics, materials, and visual aesthetic concerns.
Abstract: As interactive electronics become increasingly intimate and personal, the design of circuitry is correspondingly developing a more playful and creative aesthetic. Circuit sketching and design is a multidimensional activity which combines the arts, crafts, and engineering broadening participation of electronic creation to include makers of diverse backgrounds. In order to support this design ecology, we present Ellustrate, a digital design tool that enables the functional and aesthetic design of electronic circuits with multiple conductive and dielectric materials. Ellustrate guides users through the fabrication and debugging process, easing the task of practical circuit creation while supporting designers' aesthetic decisions throughout the circuit authoring workflow. In a formal user study, we demonstrate how Ellustrate enables a new electronic design conversation that combines electronics, materials, and visual aesthetic concerns.