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Abstract Users of three-dimensional computer-aided design (CAD) and
gaming applications need to manipulate virtual objects in up to six degrees of
rotational and translation freedom (DOF). To date, no 3D controller provides
one-handed 6DOF input with miniature size and low cost. This paper presents
a prototype of the first one-handed 6DOF motion controller suitable for use in
portable platforms such as laptop computers, mobile telephones and hand-held
game consoles. It is based on an optical sensor combined with novel planar
spring mechanics, and can be easily manufactured using low-cost materials and
processes.
Created by Angela Chang, Zstretch is a fabric device that can capture the richness of active touch interactions for controlling music interactions. Much of the prior work on integrating electronics with textiles focused on rigid, exact places for touching the fabric, rather than supporting the many actions our hands and bodies can create. The project explores how to support the large range of forces that people apply when interacting with fabric.
Camping Sauvage (projet), Tentes igloos, toile de spi, ballon météo, hélium, 100 x 200 x 200 cm chacune, 2006.
I love this art proposal from La Guardia. Because free camping is forbidden in France, La Guardia decided to create a new genre of tents, still attached to the ground using ropes tied to stakes, but the tent itself is floating in the air. This allows anyone to camp without law infraction as well as being suitable in any type of landscape environment.
Seniors support one another through routines and through shared awareness. The MarkerClock facilitates the sharing and awareness of routines among elders. Built upon seniors’ stories of their daily life, it invites for reciprocal care behaviors.
The clock appears as ambient and non intrusive by giving symbolic graphical information on the user’s activity. For instance, if Beatrice goes to the market in the morning, this information is coordinated with the clock and displayed graphically as “absent”. Because her friend knows she is at the market, it appears as normal.
Examples of a) users’ codes, b) user’s motion trace
During user observations, an elder explained that she sends a signal by ringing 3 times the phone of her friend so that her friend can assess that she is all right. Users originally invented strategies, such as this code, to be aware of each other’s lives. The design rationale integrates these findings into the augmented clock. It embeds active and passive communication and do so by simply detecting the user’s motions in front of it, directly measuring the senior’s activity.
Today at Interact 2007 I presented my research conducted from 2002 until 2005. I presented the story of a Graphical User Interface that became a Tangible User Interface. The presentation introduced 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 was 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 were presented and discussed. The limitations of interfacing video capture, editing and publication in a self-contained platform were addressed.
On the Conversation Clock table, lapel microphones monitor conversation while the visualization of history is projected in the center. The Conversation Clock provides a visual history of interaction and communication. Each contribution displays bars colored to indicate the speakers’ identities. The lengths of these bars indicate the degree of participation, measured by volume. As a conversation progresses, a history is built with concentric rings reminiscent of the rings on a tree.
The Conversation Clock displays various conversational cues such as turn taking, interruption, conversational dominance, silence, agreement, aural back-channels, mimicry, time spans, rhythm and flow. If an individual has not been speaking, their lack of aural contribution is made clear in the rings. Of course, if individual is speaking at length and dominating the conversation, one can easily observe this as well. Aspects such as interruption, silences, and argument also make visual impressions on the table.
As a result, the Conversation Clock allows people to interpret their role in interaction. The visualization of audio allows people who speak the most to regulate their speech and speak less and the persons who speak the less to speak more.
“Live visualization of audio through social mirrors can provide influential cues for
individual participation in conversation. Participants alter themselves in order
to equalize the contribution of individuals.”
Researching on hand-eye coordination, around 5-7 they still are supposed to develop it. I found this 22 month old toddler pretty good at playing Wii-Tennis!
Hand-eye coordination - Definition
Hand-eye coordination is the ability of the vision system to coordinate the information received through the eyes to control, guide, and direct the hands in the accomplishment of a given task, such as handwriting or catching a ball. Hand-eye coordination uses the eyes to direct attention and the hands to execute a task. Description
Vision is the process of understanding what is seen by the eyes. It involves more than simple visual acuity (ability to distinguish fine details). Vision also involves fixation and eye movement abilities, accommodation (focusing), convergence (eye aiming), binocularity (eye teaming), and the control of hand-eye coordination. Most hand movements require visual input to be carried out effectively. For example, when children are learning to draw, they follow the position of the hand holding the pencil visually as they make lines on the paper.
From “Hand-Eye Coordination.” Encyclopedia of Children’s Health. Ed. Kristine Krapp and Jeffrey Wilson. Gale Group, Inc., 2005. eNotes.com. 2006. 8 Sep, 2007 More description here .pdf of the paper