8 research outputs found

    Direct and gestural interaction with relief: A 2.5D shape display

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    Actuated shape output provides novel opportunities for experiencing, creating and manipulating 3D content in the physical world. While various shape displays have been proposed, a common approach utilizes an array of linear actuators to form 2.5D surfaces. Through identifying a set of common interactions for viewing and manipulating content on shape displays, we argue why input modalities beyond direct touch are required. The combination of freehand gestures and direct touch provides additional degrees of freedom and resolves input ambiguities, while keeping the locus of interaction on the shape output. To demonstrate the proposed combination of input modalities and explore applications for 2.5D shape displays, two example scenarios are implemented on a prototype system

    Form giving through gestural interaction to shape changing objects

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2012.Cataloged from PDF version of thesis.Includes bibliographical references.Shape-shifting materials have been part of sci-fi literature for decades. But if tomorrow we invent them, how are we going to communicate to them what shape we want them to morph into? If we look at our history, for thousands of years humans have been using the dexterity of their hands as primary means to alter the topology of their surroundings. While direct manipulation, as a primary method for form giving, allows for high precision deformation, the scope of interaction is limited to the scale of the hand. In order to extend the scope of manipulation beyond the hand scale, tools were invented to reach further and to augment the capabilities of our hands. In this thesis, I propose "Amphorm", a perceptually equivalent example of Radical Atoms, our vision on the interaction techniques for future, highly malleable, shape-shifting materials. "Amphorm" is a cylindrical kinetic sculpture that resembles a vase. Since "Amphorm" is a dual citizen between the digital and the physical world, its shape can be altered in both worlds. I describe novel interaction techniques for rapid shape deformation both in the physical world through free hand gestures and in the digital world through a Graphical User Interface. Additionally I explore how the physical world could be synchronized with the digital world and how tools from both worlds can jointly alter dual-citizens.by Dávid Lakatos.S.M

    マリアブル・メディア 形状可変インタフェースの創成

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    筑波大学 (University of Tsukuba)201

    Analysis and Classification of Shape-Changing Interfaces for Design and Application-based Research

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    Shape-changing interfaces are physically tangible, interactive devices, surfaces, or spaces that allow for rich, organic, and novel experiences with computational devices. Over the last 15 years, research has produced functional prototypes over many use applications; reviews have identified themes and possible future directions but have not yet looked at possible design or application-based research. Here, we gather this information together to provide a reference for designers and researchers wishing to build upon existing prototyping work, using synthesis and discussion of existing shape-changing interface reviews and comprehensive analysis and classification of 84 shape-changing interfaces. Eight categories of prototype are identified alongside recommendations for the field

    Contribución al estudio del estado actual de la cirugía gástrica : gastrostomía, gastro-enterostomía, gastrectomía

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    Tesis inédita de la Universidad Central (Madrid), Facultad de Medicina, 1907.Universidad Central (Madrid)TRUEProQuestpu

    Sketching as a support mechanism for the design and development of shape-changing interfaces

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    Shape-changing interfaces are a novel computational technology which incorporate physical, tangible, and dynamic surfaces to create a true 3-Dimensional experience. As is often the case with other novel hardware, the current research focus is on iterative hardware design, with devices taking many years to reach potential markets. Whilst the drive to develop novel hardware is vital, this usually occurs without consultation of end-users. Due to the prototypical nature of shape-change, there is no specific current practice of User-Centred Design (UCD). If this is not addressed, the resulting field may consist of undirected, research-focused hardware with little real world value to users. Therefore, the goal of this thesis is to develop an approach to inform the direction of shape-change research, which uses simple, accessible tools and techniques to connect researcher and user. I propose the development of an anticipatory, pre-UCD methodology to frame the field. Sketching is an established methodology. It is also accessible, universal, and provides us with a low-fidelity tool-kit. I therefore propose an exploration of how sketching can support the design and development of shape-changing interfaces. The challenge is approached over five stages: 1) Analysing and categorising shape-changing prototypes to provide the first comprehensive overview of the field; 2) Conducting a systematic review of sketching and HCI research to validate merging sketching, and its associated UCD techniques with highly technological computing research; 3) Using these techniques to explore if non-expert, potential end-users can ideate applications for shape change; 4) Investigating how researchers can utilise subjective sketching for shape-change; 5) Building on ideation and subjective sketching to gather detailed, sketched data from non-expert users with which to generate requirements and models for shape-change. To conclude, I discuss the dialogue between researcher and user, and show how sketching can bring these groups together to inform and elucidate research in this area
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