Tangible/Intangible

Controlling computer games using everyday objects as input devices.

One of Timo Arnall's student at the Oslo School of Design, Are Hovland Nielsen has started a diploma project on the very topic of controlling computer games using toys as input devices.

The initial idea behind my diploma project came about when I was playing around with the idea of controlling computer games using toys as input devices. It seems to me that toys in general have something natural and intuitive to them in regards to the ways we interact with them. (...) After visiting a few toy stores I grew slightly worried that there simply wouldn't be enough toy categories around for creating a broad range of game and controller prototypes. Therefore I tried to expand the initial idea to also include other objects that wasn't necessarily related to toys.

I finally landed on everyday objects as the focus for the project. (...) rior to visiting the hardware stores I had set up a list of criteria that the candidates would have to fulfill in order to be included in the project. The selection criteria were as follows: Not too big / Not electrical / Not harmful / Not expensive

One of the first rough example is this coffee-mug game controller:

One of my assumtions with "homemade" game controllers is that familiarity makes them easier for people to interact with. Secondly I found the circular shape of the coffee mug interesting from an interaction point of view. (...) The interaction with the relocated "buttons" was set up slightly different from one prototype to the next. In the first version (seen in the top image) one only needed to slide a slightly moist finger along the rim where the wires were exposed. When the finger touched two horisontal wires at the same time it would register as a key being pressed . This meant that the interaction was rather gentle, but unfortunately the connection to the keyboard itself was very fragile. (...) The second prototype was much more robust. None of the connections have been lost yet and the prototype has been in relatively heavy use the last couple of days. This prototype was set up by soldering attachment sockets directly onto the keyboard "chip" and then simply placing wires into these sockets.

Why do I blog this? this is an interesting way to define innovative game controllers, based on this notion of 'touch'. I really like the idea of relying on the notion of objects affordance (the cup / the handle) which has a natural physical configuration meant to allow specific interactions; playing with these configurations to allow different game interactions is pertinent. However, the difficult thing is to find objects that has a proper physical affordance to mediate the interactions in the game. The dimension that I miss here (but I am tough the project just started) is how the interaction with this new controller would relate with the gameplay, which is somehow an intriguing issue in the HCI literature about controllers.

Translucent 3D ceiling

I found in the last issue of Metropolis a very intriguing kind of ceiling: USG Ceilings TOPO™ 3-D Ceiling System:

The TOPO™ 3-D Ceiling System transforms flat ceiling planes into gently rolling landscapes. The system's uniquely expressive topography is created from pre-formed translucent or opaque panels that install easily into the narrow-profile DONN® Brand TOPO Suspension System. Different effects are created by different translucent values. Use the system to define space and create exciting visual impact in retail, hospitality, office, education, healthcare, transportation and entertainment environments.

Why do I blog this? everybody seems to look at interactive tables and walls but ceilings are interesting too; in this context there is no interaction but I liked the idea of a 3D ceiling system with translucent capabilities.

Beyond the QWERTY keyboard of gaming

An eTech2006 talk that might be interesting for completing a report on game controllers I did last year: From Paddles to Pads: Is Controller Design Killing Creativity in Videogames? by Tom Armitage

The videogames market is stagnating. The primary cause is not the domination of the industry by larger companies, the rising costs of next-gen games, or even lack of imagination.

The primary cause is the interfaces we play the games with.

There is almost no emerging technology in the field of physical videogame interfaces. The field is stuck at the Dual Shock, the QWERTY keyboard of gaming, and this is a bad thing--it is an unnecessary barrier to entry. Nintendo is bucking trends left, right, and center, but they're going to have to work against public reaction and the hell that is modern cross-platform development.

The talk covers:

History How we got where we are now: a history of interfaces, from Pong paddles and trackballs through to modern joypads.

Creativity Some examples of one-off controllers and interfaces that demonstrate real ingenuity, through to controllers that are endlessly adaptable.

Assumed skills There are unwritten conventions gamers know. The difficulty in coordinating two thumbsticks, for instance. What are the skills that develop through a history of gaming? What do we need to stop assuming?

Development What's been touted for next-gen. Are we looking at a leap forward or back? Just how much control do we demand anyway? The boundary between hardware and software interfaces.

What's needed A conclusion. How the barriers to entry can be lowered--and the gaming demographic widened-- through interface design.

Why do I blog this? I am interested in how game controller evolves and how they could redesigned to better support innovative game design and be adapted to gamers' context and cognitive skills.

Gameplay ideas for the new nintendo console controller

Gamasutra has a good post about the mysterious question : "What genres and types of games do you think will be most suited to the recently revealed Revolution controller?. There are some interesting ideas developers came up:

I thought up ideas like kayaking and being a matador as a joke, but I then realized that I would love those games! -Jeff Bridges, WALB-TV

My big fear is that the Revolution is going to over-popularize shallow physical gaming such that everyone starts doing it and suddenly cooking simulators and orchestra-conducting games are going to be popping up on all formats. -Tadhg Kelly, Lionhead

To me, the promise of the new controller is that it allows new types of games. The question that should be asked is not "How can we do what we've been doing on this controller?" but rather "What does this controller allow that was not possible or not elegant previously?" -Johnnemann Nordhagen, SCEA

The Revolution is likely to become the premier platform for most kinds of avatar-oriented games (first-person, third-person action vs. more abstract genres) because of the detail and immediacy that the wireless controller brings to these kinds of games. Actions like firing guns and swinging swords are fundamentally more complex than what we can represent with our traditional controllers. I would say the interesting part is not what new genres will come about, but how most existing genres will be transformed by this. -James Hofmann

Two words: Light Saber. -Anonymous

Why do I blog this? There is a nice pattern in the answers, oscillating between creating new gameplay or incorporating new ways of interacting in previous games (Duck Hunt, RTS, FPS...). In this context, my favorite is certainly:

I believe that the Revolution controller will not only forever change the way people interact with their gaming consoles, but also the way people interact with every electronic device: say goodbye to mice as we know them… goodbye to infrared television remotes. -Oscar Wojciechowski-Prill, Gerson Lehrman Group

But I don't know whether this might or might not set a standard in tangible computing. This kind of preview is interesting but I am also wondering about the factors that would developers NOT use it (pressure from the marketing department that would like more "normal" gameplay...)

Chips under the skin to control an ipod

Curious chips that go under the skin as explaines by the ACM Technology News:

Researchers at the Korea Advanced Institute of Science and Technology (KAIST) presented a chip that is implanted in a user's forearm to function as an audio signal transmission wire that links to an iPod. Many of the presentations featured devices that conserved power, though this chip goes a step further, harnessing the human body's natural conductive properties to create personal-area networks. It is not practical to wire together the numerous devices that people carry with them, and Bluetooth connections fall prey to interference, leading scientists to explore the application of the human body as a networking cable. The Korean scientists augmented an iPod nano with their wideband signaling chip. When a user kept his finger pressed to the device, it transmitted data at 2 Mbps, at a consumption rate lower than 10 microwatts. Researchers from the University of Utah also presented a chip that scans brainwave activity by wirelessly streaming data through monitors in the hopes of creating prosthetics that quadriplegics could operate with their brain waves, though both projects are still in the preliminary research stages. (...) These chips are not something that will be included in one of Apple Computer CEO Steve Jobs' Macworld keynotes anytime soon.

Moving Pictures: tangible manipulation of videos

Moving Picture is a project by Cati Vaucelle and others at the MIT Media Lab, Media Fabrics group.

Moving pictures: Looking Out/Looking In is a robust, tangible, multi-user system that invites young users to create, explore, manipulate and share video content with others. The Moving Pictures concept consists of a video station containing a set of two cameras, a number of tokens, a screen and an interactive table. Moving Pictures enables a meaningful, spontaneous and collaborative approach to video creation, selection and sequencing. The station supports multiple input devices and group interaction, encouraging collaborative creation.

DIGITAL MEDIA / SPACE AND TIME QUESTIONS

We look at how pre-teenagers learn cinematic language, (reverse, reaction, different shots, notions of space and time) and we focus on the issues that resulted in the design: how do pre-teenagers cut a movie so that the audience thinks there is temporal continuity or so the audience is conscious of a jump in time spatial- how do pre-teenagers cut a movie so that the audience gets a strong sense of the arrangement of 3d space temporal and spatial - how do pre-teenagers match cuts in a movie (an action happens and they cut to another view right in the middle)

Some of those things that blog

Working on the blogject workshop debriefing, I tried to gather some examples of 'objects that blog', or objects that upload their story up to web. The simplest form Alex Pang from the IFTF suggested me are webcams but they are rather passive instruments, "reporting" whatever they see. Another simple example is a lamp which can show a history of persons who have entered a specific room (see this aula lamp on page 4).

Another suggestion (by fredhouse) was this project at EPFL that had a bunch of RSS feeds for sensor data from a mote-based sensor net. Using an embedded server component that publishes RSS data feeds and a datablogging platform could be a way to upload these information. The point, as Gene described would be that every connected thing has syndication as a default capability, which is one of the thing we discussed in our workshop the other day.

Of course, there is the AIBO blog (see the aibo blog aggregator too) and the pigeon that blog thing I blogged about last week is very close to this: "Pigeons with GPS enabled electronic air pollution sensing devices, capable of sending location based air pollution data as well as images to an online Mapping/Blogging Environment in real time".

Those things exist already, now there are some thoughts that begin to pop here and there:

Sascha think about something quite beyond that:

I spend some time thinking about object that would tap into the flow of money within Google AdSense, ultimately ending up with an artifact that could make (grow?) money for you. I believe that this would be especially interesting because you then could give people that have no access to these abstract means of generating value (e.g. having a website or blog) or are even illiterate the means to access it and even make a living using paradigms that are coming from a completely different background. Imagine an artificial plant that would generate clicks (money) on it's own AdSense-equipped website whenever its solar cells are being exposed to the sun, thus combining the most

Overall, I like the datablogging concept because it's really close to the idea of various data aggregated with a potential goal, as in blogjects.

Well, we still have to write the workshop report :)

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A tangible cube as a TV input device

Towards a Playful User Interface for Home Entertainment Systems by Florian Block is a project that aims at using a tangible cube as an input device for playfully changing between different TV-channels. It's carried out at the Embedded Interaction Research Group in Munich.

The basic idea for a new user interfaces for changing TV channels resulted of informal observations of people watching television. (...) The basic concept is to use a handy cube that allows changing the channels on TV by physical movement in a 3D-space. More specific a virtual version of the cube is shown on the television screen. On each phase of the cube a TV stream is rendered. The motion of the cube on the screen is connected to the rotation the user performs using the real cube. The user now can rotate the real cube in order to see the different sides and the TV channels respectively. If the cube is put down and not moved anymore the TV channel currently facing the user on the virtual cube is enlarged to cover the full screen. As soon as the user picks the cube up again the currently showing channel is resized back to the facing site of the virtual cube. Other channels are shown on the other sides of the cube.

Curious Handheld Games

Wow, I'd like this device could have a GPS inside so that I can fish on a city plazzas: "The latest introduction to the best-selling "Bass Fishin" series" (made by Radica).

They have plenty of intriguing devices like thumb warriors or friendchips:

  • Girls send secret electronic notes using a chip and reader unit.
  • Instant text message friends.
  • Create 'em, Pass 'em, and Collect 'em.
  • Password protected for added security.
  • Comes with two reader units and four chips.

TOBIDAC!D: Foldable stereoscopic viewer for PSP

Via Scott Fisher, a stereoscopic viewer for PSP (meant to be used with Metal Gear Solid Ac!d 2:

It’s a 3D image viewing system that comes packaged with AC!D2. It goes beyond pseudo-3D images of polygon games to generate solid three-dimensional graphics. Just place SOL!D EYE TOBIDAC!D over the LCD screen on your PSP and see Snake and Venus standing right in front of you, as if you could reach out and touch them. SOL!D EYE TOBIDAC!D delivers a phantasmal experience by taking 3D games to a whole new dimension. And it’s only available with AC!D2!

Some review of it in this blog:

It took a while to perfectly assemble it (which was scary because you only get one and a rip is all it takes.) but after a bit of origami and instruction reading I had it together and strapped it over my psp. for those of you who will download this game, youre missing out. this is definatly worth the $40 I paid for it. using Tobidacid text and stats float off the screen. There is depth between characters in the foreground and background, and all of the explosions and gunfire look unbelievable! also you can watch movies from MGS3 in 3D which is insane!

Why do I blog this? I am fascinated by such Do It Yourself modifications of artifacts to reshape a certain experience (the gaming experience in this case). In addition, the fact that it uses cheap material is impressive.

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Light-powered hearing aid

Medicat gizmos are sometimes very intriguing. This light-powered hearing aid is impressive for that matter. It's developed and manufactured by Godisa Technologies, a company from Botswana.

We manufacture three hearing aids; these use regular zinc air or rechargeable batteries. We've developed a solar power battery recharger and the first No. 13 and low-cost No. 675 rechargable button-cell batteries. The latter can be charged up to 300 times over its two-year lifespan and sells for less than US$1.50.

We meet our mission of lowering the cost of hearing aids and maintenance for everyone.

Social visualizations of aural group conversations

An idea close to the noise-sensitive table we have at the lab, this project has the same idea: creating social visualizations of aural group conversation. It's describe in the following paper: Visualizing Audio in Group Table Conversation by Karrie Karahalios and Tony Bergstrom:

These visualizations are tailored to a table setting. Examples of such settings are a family sitting about a table eating dinner or colleagues sitting about a table in a meeting. The form of the visualization is highly coupled to its function. People sit about the table structure and see their conversation visualized on the table surface as they speak. Using this physical structure, we present two graphical table interfaces. The first interface [Conversation Clock] depicts the rhythm and conversational patterns in table top interaction; the second visualization [Conversation Votes] extends this theme by incorporating a voting mechanism to highlight agreement and disagreement in spoken interaction. The visualizations evolve over time to create an evocative, graphical, interactive snapshot of the entire conversation within that table space.

The figure below depicts the two kinds of visualizations:

Why do I blog this? this is an interesting project, at the lab we're interested in this kind of visualizations as a way to give some feedback to groups about their own behavior (since it might be useful to improve collaborative processes like group regulation). The authors' goal is a bit different: they propose to use it to meet a certain need: "we find that participants frequently request graphical renderings of meaningful conversations as evocative souvenirs".

3D Tractus: a three-dimensional drawing board

This paper describes an impressive three-dimensional drawing board:

3D Tractus: a simple and inexpensive system for interaction and exploration of three-dimensional (3D) data. The device is based on a traditional drawing board-like mechanical structure that can be easily moved up and down while its surface height is being tracked using a simple sensor. Users interact with a tablet or tablet PC that rests on the surface while simultaneously changing its height. The result is direct mapping of virtual and physical spaces allowing intuitive 3D interaction and data exploration. The 3D Tractus allows us to investigate novel 3D interaction techniques based on sketching and drawing as well as intuitive visual indicators and GUI layouts. The 3D Tractus’ simple design concept can be easily adapted to other tabletop systems and the simple nature of the physical interaction allows the design of various exciting applications. We detail here the design and development of the 3D Tractus hardware and software as well as preliminary evaluation of a 3D drawing and sketching application realized using the new tabletop interface.

Why do I blog this? after 3d printing, 3d drawing is a good domain for innovation that concerns interfaces.

Rubber-Bands Interactions

People interested in physical interaction MUST check this incredible resource: the Ultimate Guide to Shooting Rubber Bands by Tim Morgan.

we will discuss the many methods of arming and firing a rubber band. Proper mounting and delivery is critical towards making the rubber band go where you want it to. With practice, you should be able to mount your rubber band swiftly and before your opponent can disarm it.

What is of interests are the tricks and methods to use then in various kind of battles. There are some tricks like the following:

My point is that help thinking about new kind of interfaces or way to interact with objects. The crux issue here is the fact that the affordance of a rubber band is malleable and can be apprehended differently.

Gullivers Welt interactive table

Kai pointed me on this interactive table showed last year at the ars electronica center in linz, austria: Gullivers Welt (in german, information in english here). It's a project carried out by a good team led by Christopher Lindinger.

Gulliver’s World thematicizes the relationship between virtual and material reality, and the reality that is a blend of these two components (...) This set-up is also a multi-user mixed reality system, and one that has been confronting visitors from wide variety of backgrounds on a daily basis ever since. From its very inception, Gulliver’s Box was conceived as an experimental platform on which new interfaces and approaches to interaction could be tested in a laboratory setting as well as in actual use with the general public. But in spite of the installation being a prototype, Gulliver’s Box developed into one of the top attractions at the Museum of the Future

The Beat Jigsaw

The beat jigsaw seems to be a good interactive artifact:

The Beat Jigsaw is a jigsaw puzzle which the user can play with to create music and vj style graphics. The interface is a number of wooden blocks which can be slid around a table top. The arrangement of each piece in a certain position triggers a specific sound and corresponding video loop via a projector. By utilizing more and more pieces the user can build layers of samples and create his/her own music. The Beat Jigsaw is an Interactive Multimedia Installation which invites audience participation. It is a musical instrument, an immersive experience and most importantly, a lot of fun to play with!

As the designers says, it's "simple accessible djing for everyone" :)

Nabztag hack

Just ran across this small hack of the WiFi rabbit Nabaztag: Nabaztag clapier (in french a clapier is a rabbit house) by Jean-Grégoire Foulon and others. From what they say, it filters some of the data that Nabaztag receives from the manufacturer's website. It can also replace nabaztag.com, allowing the rabbit to work whithout any internet access.

For the moment this is pure geek software in alpha version. It allows you to use the Nabaztag for some other purpose than it was designed for. In the next versions it will be more user friendly and implement useful functions for non technical users. For example, you may have the possibility to use leds to monitor otherthings than the weathercast and the number of mail received, such as your download rate on P2P software or the number of online buddies on your IM client.

I can be downloaded here.

I also like their page "look at Nabaztag from the inside":

Why do I blog this? following what toys hacker is a good way to see some future ideas in the field of interactive toys!

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Noise-Sensitive table at the lab

The noise-sensitive table is an interactive furniture project at our lab. The new prototype is now available, as depicted on the picture below.

The Noise Sensitive Table is an example of interactive furniture based on the concept of group mirror. Its matrix of LED, embedded in the physical table, indeed displays a representation of the social interactions. The table namely reflects turn-taking patterns when students work collaboratively. The peripheral perception of this feedback allows them reflecting on the group verbal interaction or on individual contributions and, finally, deepening learning and regulating their collaboration. The first prototype of the noise sensitive table showed the interest of the concept. Continuing this project now requires adding more features. The interest is to move to more spontaneous and unconstraint interactions, where users can come, move and leave when they want.

(pictures taken by maurice cherubin)

Your room as your browser

"Your room as your browser" is the motto of a project led by Philips Research:

Philips has developed a common language for describing experiences within an Ambient Intelligence environment: Physical Markup Language (PML). (...) An Ambient Intelligence system can interpret a description in PML in such a way that the devices in its network can jointly use their individual capabilities to render that experience at a given location.

In effect, your whole room becomes a 'browser' that brings the experience to life. For example, PML-enabled lights add to the experience by getting brighter or dimmer, or changing colour. A PML-enabled hi-fi provides an appropriate soundscape. Almost any device can be PML-enabled: the possibilities are only limited by the imaginations of their manufacturers. Suppose a room is rendering an experience described as 'warm and sunny': the lights, the TV, the central heating, the electronically controlled blinds and (a little further into the future) even the ceiling, walls and floor coverings could all contribute to creating it.

The example they give is the following:

Ambient Intelligence, with its network of cooperating devices, offers the promise of providing us with exciting new experiences in the home. Suppose, for instance, that while you are reading a book or watching a movie the whole room around you begins to reflect the imaginary scene?

Why do I blog this? It's very close to their ambx idea (which is actually a spin-off from Philips): amBX-enabled games will provide gamers with the ability to use light, colour, sound, heat and even airflow in the real world during gameplay.

Would it be possible to connect this to Wil's taxonomy of his room?

New interaction design lab

Interaction-Design Lab is a new lab in Milano (started by former-Interaction Design Institute from Ivrea):

We are a group of people from different disciplines and countries. We explore interactivity with objects and spaces, telling stories and creating experiences. Our main tools are simple: ready-made technologies, recycled, re-usable, light, off-the-shelf ingredients.

We are interested in designing the present. Our interpretation of interaction design is wide – as the only current way to think about design. The dialog is what interest us the most.

We combine in our activities a strong conceptual level, a process of crafting, commercial value for us and our clients, and a big emphasis on communication. Noting that concept, crafting, commerce and communication all start with c, we’ve named these: “the four Cs”: Concept - Commerce -Communication - Craft

Look at their first project called 999 cards!