64 research outputs found
D-touch: A Consumer-Grade Tangible Interface Module and Musical Applications
We define a class of tangible media applications that can be implemented on consumer-grade personal computers. These applications interpret user manipulation of physical objects in a restricted space and produce unlocalized outputs. We propose a generic approach to the implementation of such interfaces using flexible fiducial markers, which identify objects to a robust and fast video-processing algorithm, so they can be recognized and tracked in real time. We describe an implementation of the technology, then report two new, flexible music performance applications that demonstrate and validate it
Detection and Identification Techniques for Markers Used in Computer Vision
This paper summarizes and compares techniques for detecting and identifying markers in the context of computer vision. Existing approaches either use correlation, digital or topological methods for marker identification. The comparison points out, that all marker processing algorithms which employ sophisticated digital codes perform more robust and reliable. Existing bit representation schemes for these codes and marker designs are compared with each other. In the overall context it is illustrated, why the marker processing algorithm is the best performer regarding marker occlusion and minimal detectable pattern size
Sonophenology: A Tangible Interface for Sonification of Geo-Spatial Phenological Data at Multiple Time-scales
Presented at the 16th International Conference on Auditory Display (ICAD2010) on June 9-15, 2010 in Washington, DC.Phenology is the study of periodic biological processes, such as
when plants flower and birds arrive in the spring. In this paper we
sonify phenology data and control the sonification process through
a tangible interface consisting of a physical paper map and tracking
of fiducial markers. The designed interface enables one or more
users to concurrently specify point and range queries in both time
and space and receive immediate sonic feedback. This system can
be used to study and explore the effects of climate change, both as
tool to be used by scientists, and as a way to educate members of
the general public
Parallel Image Processing Using a Pure Topological Framework
Image processing is a fundamental operation
in many real time applications, where lots of parallelism
can be extracted. Segmenting the image into different
connected components is the most known operations, but
there are many others like extracting the region adjacency
graph (RAG) of these regions, or searching for features
points, being invariant to rotations, scales, brilliant
changes, etc. Most of these algorithms part from the basis
of Tracing-type approaches or scan/raster methods. This
fact necessarily implies a data dependence between the
processing of one pixel and the previous one, which
prevents using a pure parallel approach. In terms of time
complexity, this means that linear order O(N) (N being the
number of pixels) cannot be cut down. In this paper, we
describe a novel approach based on the building of a pure
Topological framework, which allows to implement fully
parallel algorithms. Concerning topological analysis, a first
stage is computed in parallel for every pixel, thus
conveying the local neighboring conditions. Then, they are
extended in a second parallel stage to the necessary global
relations (e.g. to join all the pixels of a connected
component). This combinatorial optimization process can
be seen as the compression of the whole image to just one
pixel. Using this final representation, every region can be
related with the rest, which yields to pure topological
construction of other image operations. Besides, complex
data structures can be avoided: all the processing can be
done using matrixes (with the same indexation as the
original image) and element-wise operations. The time
complexity order of our topological approach for a mĂn
pixel image is near O(log(m+n)), under the assumption that
a processing element exists for each pixel. Results for a
multicore processor show very good scalability until the
memory bandwidth bottleneck is reached, both for bigger
images and for much optimized implementations. The
inherent parallelism of our approach points to the
direction that even better results will be obtained in other
less classical computing architectures.1Ministerio de EconomĂa y Competitividad (España) TEC2012-37868-C04-02AEI/FEDER (UE) MTM2016-81030-PVPPI of the University of Sevill
Expanding tangible tabletop interfaces beyond the display
Lâaugment
de
popularitat
de
les
taules
i
superfĂcies
interactives
estĂ
impulsant
la
recerca
i
la
innovaciĂł
en
una
gran
varietat
dâĂ rees,
incloent-Ââhi
maquinari,
programari,
disseny
de
la
interacciĂł
i
noves
tĂšcniques
dâinteracciĂł.
Totes,
amb
lâobjectiu
de
promoure
noves
interfĂcies
dotades
dâun
llenguatge
més
ric,
potent
i
natural.
Entre
totes
aquestes
modalitats,
la
interacciĂł
combinada
a
sobre
i
per
damunt
de
la
superfĂcie
de
la
taula
mitjançant
tangibles
i
gestos
Ă©s
actualment
una
Ă rea
molt
prometedora.
Aquest
document
tracta
dâexpandir
les
taules
interactives
més
enllĂ
de
la
superfĂcie
per
mitjĂ
de
lâexploraciĂł
i
el
desenvolupament
dâun
sistema
o
dispositiu
enfocat
des
de
tres
vessants
diferents:
maquinari,
programari
i
disseny
de
la
interacciĂł.
Durant
lâinici
dâaquest
document
sâestudien
i
es
resumeixen
els
diferents
trets
caracterĂstics
de
les
superfĂcies
interactives
tangibles
convencionals
o
2D
i
es
presenten
els
treballs
previs
desenvolupats
per
lâautor
en
solucions
de
programari
que
acaben
resultant
en
aplicacions
que
suggereixen
lâĂșs
de
la
tercera
dimensiĂł
a
les
superfĂcies
tangibles.
Seguidament,
es
presenta
un
repĂ s
del
maquinari
existent
en
aquest
tipus
dâinterfĂcies
per
tal
de
concebre
un
dispositiu
capaç
de
detectar
gestos
i
generar
visuals
per
sobre
de
la
superfĂcie,
per
introduir
els
canvis
realitzats
a
un
dispositiu
existent,
desenvolupat
i
cedit
per
Microsoft
Reseach
Cambridge.
Per
tal
dâexplotar
tot
el
potencial
dâaquest
nou
dispositiu,
es
desenvolupa
un
nou
sistema
de
visiĂł
per
ordinador
que
estén
el
seguiment
dâobjectes
i
mans
en
una
superfĂcie
2D
a
la
detecciĂł
de
mans,
dits
i
etiquetes
amb
sis
graus
de
llibertat
per
sobre
la
superfĂcie
incloent-Ââhi
la
interacciĂł
tangible
i
tĂ ctil
convencional
a
la
superfĂcie.
Finalment,
es
presenta
una
eina
de
programari
per
a
generar
aplicacions
per
al
nou
sistema
i
es
presenten
un
seguit
dâaplicacions
per
tal
de
provar
tot
el
desenvolupament
generat
al
llarg
de
la
tesi
que
es
conclou
presentant
un
seguit
de
gestos
tant
a
la
superfĂcie
com
per
sobre
dâaquesta
i
situant-Ââlos
en
una
nova
classificaciĂł
que
alhora
recull
la
interacciĂł
convencional
2D
i
la
interacciĂł
estesa
per
damunt
de
la
superfĂcie
desenvolupada.The
rising
popularity
of
interactive
tabletops
and
surfaces
is
spawning
research
and
innovation
in
a
wide
variety
of
areas,
including
hardware
and
software
technologies,
interaction
design
and
novel
interaction
techniques,
all
of
which
seek
to
promote
richer,
more
powerful
and
more
natural
interaction
modalities.
Among
these
modalities,
combined
interaction
on
and
above
the
surface,
both
with
gestures
and
with
tangible
objects,
is
a
very
promising
area.
This
dissertation
is
about
expanding
tangible
and
tabletops
surfaces
beyond
the
display
by
exploring
and
developing
a
system
from
the
three
different
perspectives:
hardware,
software,
and
interaction
design.
This
dissertation,
studies
and
summarizes
the
distinctive
affordances
of
conventional
2D
tabletop
devices,
with
a
vast
literature
review
and
some
additional
use
cases
developed
by
the
author
for
supporting
these
findings,
and
subsequently
explores
the
novel
and
not
yet
unveiled
potential
affordances
of
3D-Ââaugmented
tabletops.
It
overviews
the
existing
hardware
solutions
for
conceiving
such
a
device,
and
applies
the
needed
hardware
modifications
to
an
existing
prototype
developed
and
rendered
to
us
by
Microsoft
Research
Cambridge.
For
accomplishing
the
interaction
purposes,
it
is
developed
a
vision
system
for
3D
interaction
that
extends
conventional
2D
tabletop
tracking
for
the
tracking
of
hand
gestures,
6DoF
markers
and
on-Ââsurface
finger
interaction.
It
finishes
by
conceiving
a
complete
software
framework
solution,
for
the
development
and
implementation
of
such
type
of
applications
that
can
benefit
from
these
novel
3D
interaction
techniques,
and
implements
and
test
several
software
prototypes
as
proof
of
concepts,
using
this
framework.
With
these
findings,
it
concludes
presenting
continuous
tangible
interaction
gestures
and
proposing
a
novel
classification
for
3D
tangible
and
tabletop
gestures
Connecting Everyday Objects with the Metaverse: A Unified Recognition Framework
The recent Facebook rebranding to Meta has drawn renewed attention to the
metaverse. Technology giants, amongst others, are increasingly embracing the
vision and opportunities of a hybrid social experience that mixes physical and
virtual interactions. As the metaverse gains in traction, it is expected that
everyday objects may soon connect more closely with virtual elements. However,
discovering this "hidden" virtual world will be a crucial first step to
interacting with it in this new augmented world. In this paper, we address the
problem of connecting physical objects with their virtual counterparts,
especially through connections built upon visual markers. We propose a unified
recognition framework that guides approaches to the metaverse access points. We
illustrate the use of the framework through experimental studies under
different conditions, in which an interactive and visually attractive
decoration pattern, an Artcode, is used as the approach to enable the
connection. This paper will be of interest to, amongst others, researchers
working in Interaction Design or Augmented Reality who are seeking techniques
or guidelines for augmenting physical objects in an unobtrusive, complementary
manner.Comment: This paper includes 6 pages, 4 figures, and 1 table, and has been
accepted to be published by the 2022 IEEE 46th Annual Computers, Software,
and Applications Conference (COMPSAC), Los Alamitos, CA, US
An Abstraction Framework for Tangible Interactive Surfaces
This cumulative dissertation discusses - by the example of four subsequent publications - the various layers of a tangible interaction framework, which has been developed in conjunction with an electronic musical instrument with a tabletop tangible user interface. Based on the experiences that have been collected during the design and implementation of that particular musical application, this research mainly concentrates on the definition of a general-purpose abstraction model for the encapsulation of physical interface components that are commonly employed in the context of an interactive surface environment. Along with a detailed description of the underlying abstraction model, this dissertation also describes an actual implementation in the form of a detailed protocol syntax, which constitutes the common element of a distributed architecture for the construction of surface-based tangible user interfaces. The initial implementation of the presented abstraction model within an actual application toolkit is comprised of the TUIO protocol and the related computer-vision based object and multi-touch tracking software reacTIVision, along with its principal application within the Reactable synthesizer. The dissertation concludes with an evaluation and extension of the initial TUIO model, by presenting TUIO2 - a next generation abstraction model designed for a more comprehensive range of tangible interaction platforms and related application scenarios
From Codes to Patterns: Designing Interactive Decoration for Tableware
ABSTRACT
We explore the idea of making aesthetic decorative patterns that contain multiple visual codes. We chart an iterative collaboration with ceramic designers and a restaurant to refine a recognition technology to work reliably on ceramics, produce a pattern book of designs, and prototype sets of tableware and a mobile app to enhance a dining experience. We document how the designers learned to work with and creatively exploit the technology, enriching their patterns with embellishments and backgrounds and developing strategies for embedding codes into complex designs. We discuss the potential and challenges of interacting with such patterns. We argue for a transition from designing âcodes to patternsâ that reflects the skills of designers alongside the development of new technologies
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