71 research outputs found

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue Geräteklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berührungsempfindlichen Oberflächen berücksichtigen kaum haptische Qualitäten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen Fähigkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische Gegenstände des Alltags digital zu erweitern und anhand geeigneter Designparameter und Entwurfsräume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie Materialität und Digitalität nahtlos ineinander übergehen können. Es soll erforscht werden, wie künftige Benutzungsschnittstellen nützliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden Ansätze wirft jedoch übergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstützen? Für eine systematische Untersuchung stützt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln über visuelle Erweiterungen von Uhrarmbändern bis hin zu neuartigen Prototyping-Tools für intelligente Kleidungsstücke. Um neue Designansätze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-Eingabemodalitäten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu überdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch übergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    Compact and kinetic projected augmented reality interface

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 143-150).For quite some time, researchers and designers in the field of human computer interaction have strived to better integrate information interfaces into our physical environment. They envisioned a future where computing and interface components would be integrated into the physical environment, creating a seamless experience that uses all our senses. One possible approach to this problem employs projected augmented reality. Such systems project digital information and interfaces onto the physical world and are typically implemented using interactive projector-camera systems. This thesis work is centered on design and implementation of a new form factor for computing, a system we call LuminAR. LuminAR is a compact and kinetic projected augmented reality interface embodied in familiar everyday objects, namely a light bulb and a task light. It allows users to dynamically augment physical surfaces and objects with superimposed digital information using gestural and multi-touch interfaces. This thesis documents LuminAR's design process, hardware and software implementation and interaction techniques. The work is motivated through a set of applications that explore scenarios for interactive and kinetic projected augmented reality interfaces. It also opens the door for further explorations of kinetic interaction and promotes the adoption of projected augmented reality as a commonplace user interface modality. This thesis work was partially supported by a research grant from Intel Corporation.Supported by a research grant from Intel Corporationby Natan Linder.S.M

    Embedded antenna technology in smart polymeric composite structures

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    One of the fastest-growing uses of sheet moulding compound (SMC) material is in the area of manufacturing of vehicle body components for both structural and non-structural applications. This trend is accelerating, driven by original equipment manufacturers (OEM) and their need for lighter and more fuel-efficient vehicles. In addition, over the last 20 years, the number of entertainment and communication systems in vehicles has also been expanding. The aim of this research is the development of a single wideband antenna that is capable of receiving all of the major services of interest. Taking this approach one step further and embedding such an antenna in a polymeric composite vehicle body panel would combine the benefits of reduced coefficient of drag, lower vehicle weight, reduced assembly complexity and shorter assembly time. These benefits would manifest themselves in the form of lower overall design and manufacturing vehicle cost for the OEMs and lower fuel consumption for customers. This thesis will deal with the development of such an antenna and the challenges faced in embedding it in a polymeric composite vehicle panel to such an extent that it becomes a seamless part of the vehicle body. This application required the development of a detailed understanding of the following three areas. Firstly, understanding of the interactions and effects of SMC material and automotive paint on antenna signal quality and performance through experiments and electromagnetic modelling (EM). Secondly, the development of the manufacturing process and material used to embed the antenna and its impact on the physical properties of the antenna through rheological testing, analytical modelling and experimentation. Lastly, the development of a wideband antenna capable of receiving pre-determined signals, through EM and field testing. The effects of paint application and presence of SMC resulted in a frequency shift of less than 1%. The experiments correlated well with the analytical model developed for compression moulding which incorporates a novel inclusion of the Maxwell’s model to predict the shear forces in the material flow within a confined space. A modular planar inverted conical antenna (PICA) was developed and optimised for the frequency range 700MHz – 9000MHz, which includes the commercial global positioning system (GPS) frequency. This development was then deployed as an embedded prototype in the deck lid of a test vehicle. Comparison against commercial GPS and mobile phone antennas was undertaken. This field test comparison showed that the developed PICA antenna performed better than the commercial antenna by up to 17%, especially in spaces devoid of multi-path signals

    Electropermanent magnetic connectors and actuators : devices and their application in programmable matter

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.Cataloged from PDF version of thesis.Includes bibliographical references (p. 199-206).Programmable matter is a digital material having computation, sensing, and actuation capabilities as continuous properties active over its whole extent. To make programmable matter economical to fabricate, we want to use electromagnetic direct drive, rather than clockwork, to actuate the particles. Previous attempts to fabricate small scale (below one centimeter) robotic systems with electromagnetic direct-drive have typically run into problems with insufficient force or torque, excessive power consumption and heat generation (for magnetic-drive systems), or high-voltage requirements, humidity sensitivity, and air breakdown. (for electrostatic-drive systems) The electropermanent magnet is a solid-state device whose external magnetic flux can be stably switched on and off by a discrete electrical pulse. Electropermanent magnets can provide low-power connection and actuation for programmable matter and other small-scale robotic systems. The first chapter covers the electropermanent magnet, its physics, scaling, fabrication, and our experimental device performance data. The second introduces the idea of electropermanent actuators, covers their fundamental limits and scaling, and shows prototype devices and performance measurements. The third chapter describes the smart pebbles system, which consists of 12-mm cubes that can form shapes by stochastic self-assembly and self-disassembly. The fourth chapter describes the millibot, a continuous chain of programmable matter which forms shapes by folding.by Ara Nerses Knaian.Ph.D
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