Tangible Interaction: A case for light-weight tangibles

B. Plimmer
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引用次数: 1

Abstract

The allure of using everyday objects to interact with virtual systems has been around since the beginnings of HCI. There have been many exciting research projects. Without exception they report increase user engagement and a fun user experience; positive attributes for learning and gaming systems. A few of the projects have even made it to products. However there are still major challenges to overcome in order to be able to use any everyday object as an interactive device. There appear to be some cognitive advantages to manipulating physical objects. However these advantages are not yet well understood and more research is needed to flesh out our understanding. In the meantime we can posit that the advantages come from the increased sensory engagement -- tactile, proprioceptive and kinesthetic, the true 3D visual space, our social norms of collaboration and turn-taking and our understanding of the physical world. As an example, recall when you have been sitting with a friend, colleague or child and one of you has grabbed the salt and pepper to represent the sun and earth, or such. Today and alternative might be to pull out a tablet and look for an animation. The animation will likely be more accurate, but less engaging. Which would be understood better, remembered more clearly? Could a blend of the two, with the salt and pepper used as tokens to manipulate the virtual animation, be built? Of course we could do this with current technologies, just not in the cafe. To sense the salt and pepper we could use image processing. This needs a minimum of two cameras to accurately sense the position and orientation. However picking up and moving the objects partially obscures them making tracking more difficult. A better set up is about 4 cameras -- and well behaved participants. Alternatively we could sense the objects on or near to a surface using a range of sensing technologies. The limitations with the surface sensing approach are distance from the surface and fidelity of the positioning. We could blend cameras and surface sensing. Is near field radio waves a possibility? The second challenge is how and where to provide feedback to the user on the effect of their actions on the virtual world. Should we show the world on a 2D display, through augmented or virtual reality headsets, have actuated tangibles that will travel the paths for the sun and earth? Clearly, to do this in the wild with current technologies, the setup time would be considerable and the moment would be lost. The challenge with light-tangibles is to be able to play out the scenario above without spending a 'month of Sundays' designing and building the system and going to the lab to test it. In this talk I will explore the challenges and possibilities of light-weight tangible interaction. Will there be a day when we can simply pick up the salt and pepper and play out the scenario?
有形交互:轻量级有形交互的案例
使用日常物品与虚拟系统交互的吸引力从HCI开始就一直存在。有许多令人兴奋的研究项目。无一例外地,他们都认为游戏增加了用户粘性和有趣的用户体验;学习和游戏系统的积极属性。其中一些项目甚至变成了产品。然而,为了能够将任何日常物品用作交互设备,仍有重大挑战需要克服。操纵物理对象似乎有一些认知上的优势。然而,这些优势还没有被很好地理解,需要更多的研究来充实我们的理解。与此同时,我们可以假设,这些优势来自于感官参与的增加——触觉、本体感受和动觉,真正的3D视觉空间,我们合作和轮流的社会规范,以及我们对物理世界的理解。举个例子,回想一下当你和朋友、同事或孩子坐在一起时,你们中的一个人拿起盐和胡椒来代表太阳和地球等等。今天,另一种选择可能是拿出平板电脑,寻找动画。动画可能会更准确,但不那么吸引人。哪个更容易理解,记忆更清晰?能否将两者混合,用盐和胡椒作为操纵虚拟动画的代币?当然,我们可以用现有的技术做到这一点,只是不是在咖啡馆里。为了感知盐和胡椒的味道,我们可以使用图像处理。这至少需要两个摄像头来准确地感知位置和方向。然而,拾取和移动物体部分模糊了它们,使跟踪变得更加困难。更好的设置是大约4个摄像头,以及表现良好的参与者。或者,我们可以使用一系列传感技术来感知表面上或表面附近的物体。表面传感方法的局限性在于距离表面的距离和定位的保真度。我们可以把摄像头和表面传感结合起来。近场无线电波可能存在吗?第二个挑战是如何以及在哪里向用户提供他们的行为对虚拟世界的影响的反馈。我们是否应该通过增强现实或虚拟现实耳机,在2D显示器上展示世界,让有形的物体在太阳和地球的路径上行走?显然,要在当前技术的环境下做到这一点,设置时间将相当长,并且会失去时机。光有形物的挑战在于,不需要花费“一个月的周日”来设计和建造系统并去实验室测试,就能实现上述场景。在这次演讲中,我将探讨轻量级有形交互的挑战和可能性。会不会有那么一天,我们可以简单地拿起盐和胡椒,上演这一幕?
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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