Evolving tuis with smart objects for multi-context interaction
-
Upload
independent -
Category
Documents
-
view
3 -
download
0
Transcript of Evolving tuis with smart objects for multi-context interaction
Evolving TUIs with Smart Objects for Multi-context Interaction
Abstract
We present our ongoing work, an application
framework created to extend the concept of natural and
tangible interfaces to environments composed of many
interactive systems disseminated in an indoor space. In
such environments users can perform solo or
collaborative activities using different systems (like
interactive tabletops or walls) and interacting with them
through tangible smart objects provided with sensors,
storage, processing and wireless communication
capabilities. The smart objects become the
representatives of the user navigating in the
environment, and while retaining their basic affordance
suggested by their shape, can assume different roles in
relation to the system they approach. We investigated
some application scenarios and present early
observations related to the design and implementation,
as well as future directions.
Keywords
Tangible Interaction, Natural Interaction, Smart
Objects, Wireless Sensors, Vision systems.
ACM Classification Keywords
H.5.2 [User Interfaces]: Evaluation/methodology,
Graphical user interfaces (GUI), Input devices and
strategies, Interaction styles, Prototyping, User-
centered design.
Copyright is held by the author/owner(s).
CHI 2008, April 5 – April 10, 2008, Florence, Italy
ACM 978-1-60558-012-8/08/04.
Stefano Baraldi
MICC, DSI
University of Florence
Luca Benini
Micrel Lab, DEIS
University of Bologna
Omar Cafini
Micrel Lab, DEIS
University of Bologna
Alberto Del Bimbo
MICC, DSI
University of Florence
Elisabetta Farella
Micrel Lab, DEIS
University of Bologna
Giulia Gelmini
School of Psychology
University of Nottingham
Lea Landucci
MICC, DSI
University of Florence
Augusto Pieracci
Micrel Lab, DEIS
University of Bologna
Nicola Torpei
MICC, DSI
University of Florence
CHI 2008 Proceedings · Works In Progress April 5-10, 2008 · Florence, Italy
2955
Introduction
Applications that deal with browsing and exploration of
multimedia contents through direct and spontaneous
actions are usually based on large interactive surfaces
(tabletops or walls) [6]. Such systems are based on
gesture recognition and analysis of users’ bare hands
[2]. Some examples of multi-context systems found in
literature [10] highlight the need of going beyond
simple hand gestures using the paradigm of Tangible
User Interfaces (TUIs [9]), that is introducing physical,
tangible objects that the system interprets as
embodiment of the interaction language elements. In
this way, more complex and expressive interfaces can
be implemented, without compromising the natural
approach in handling digital objects. Tangible objects
can be anything that can be recognized by the system
sensors. Usually they are passive objects whose unique
identification’s code is either visually tagged on them or
transmitted, bounded to particular areas where the
sensing can occur. Moreover, multi-context
environments composed of many different interactive
systems [10] do not fully support a seamless transition
of user’s data and profile among different spaces and
contexts, requiring the user, for example, to explicitly
authenticate.
Our investigation in this research domain has led to the
development of a framework called TANGerINE:
TANGible Interactive Natural Environment [3]. In this
work we present further developments of the
framework to support cross-contextual interaction.
Instead of embedding sensors in the environment to
follow the user everywhere, our approach is to exploit
the capabilities of every interactive system to establish
a connection with nearby smart objects carried by the
users. Such tangible objects are equipped with sensors
and are able to transmit data through a wireless
connection. A proximity-based awareness mechanism
permits both the systems and the objects to know
when the user is moving across the system’s
boundaries, switching to the right modality and role.
Systems can rely both on computer vision and on the
information processed and provided by the smart
objects, exploiting redundancy to improve the accuracy
of the recognition.
Interactive Environments
Our use case is an indoor environment containing some
interactive systems (tabletops, walls, whiteboards or
other structures), which have a stable position. We
consider these interactive systems presenting data in
different ways, but with a consistent visual language,
so that users can perform editing or fruition activities
on a common set of digital contents. We believe that
the user experience with these systems should be
extended considering other contextual information [5]
regarding the environment as a whole, including also
the history of how the different systems are used by
different users over time. The interactive environments
are divided into different contexts (Figure 1), each of
them is conceived and defined in relation with an
interactive system. Contexts are in turn physically
divided into Areas.
1) Active Area: the space where users directly interact
with the system’s digital contents.
2) Nearby Area: the area right around the system,
where users can still see the digital contents but cannot
reach them directly.
Interactive systems like tabletops or walls engage the
users in editing and arranging digital multi-media
contents. It should be possible for users to move across
different interactive systems transporting with them
CHI 2008 Proceedings · Works In Progress April 5-10, 2008 · Florence, Italy
2956
some of these contents, as well as other meta-data
regarding the user profile and history of operations.
figure 1: the interactive environment: every system creates a
different interactive context divided in the active and nearby
area. User access the contexts by approaching them with the
tangible smart objects.
Instead of asking the user to explicitly authenticate
every time he accesses another interactive context
(going against the guidelines for natural interaction), or
tracking the user actively across the space (addressing
hard issues in obtaining a robust and efficient
recognition, requiring a complete sensor
instrumentation of the environment or forcing the users
to wear some device to perform identification), we
modeled our scenario around another entity that is the
real subject of the interaction. As users interact
naturally with digital elements on interactive surfaces,
they are now able to transport data across different
contexts just carrying with them a tangible object. This
possibility can be implemented using the paradigm of
Tangible User Interfaces (TUIs). In this way, we
designed a framework where all the interactive
functions and sensing capabilities are embedded
directly in the systems which can be also moved and
arranged in space.
In the scenario described so far, we are interested in
tangibles as the embodiment of some aspects of the
interaction between the user and the domain of multi-
media contents handled by the application. Such
tangibles can assume different roles depending on the
type of workflow provided by an interactive system. If
the system principally provides a “fruition” interface
towards digital contents, it provides the user a
presentation of choices that can be selected by using a
personal smart object. Consequently, as the users
move in the environment, a history of their choices is
associated to the user, providing contextual information
useful in the following experiences. Instead, if the
system provides more production-oriented functions, in
which digital contents can be arranged and
manipulated, the production can be stored in the object
and moved across the systems.
Sensing Architecture
The sensing architecture is made up of two components
working together. The Smart Micrel Cube (SMCube) [3]
and a computer vision based tracker.
Sensing of the Tangible Object
The SMCube (figure 2) is a wooden 6,5 cm3 cube case
that embeds a wireless sensor node with Bluetooth
capabilities and inertial sensing as default. Its modular
architecture provides the necessary flexibility to extend
sensing and actuation of the cube.
CHI 2008 Proceedings · Works In Progress April 5-10, 2008 · Florence, Italy
2957
figure 2: (left) The SMCube and its infrared LED pattern
(right).
Each SMcube is identified by a programmable id
number and can receive queries and controls to
exchange bidirectional information with the context in
which is placed. Its basic functionality consists in
extracting tilt to derive which of the six faces is the top
or the bottom face at a certain instant. The result is
stored, sent and translated in visual feedback by
activating the LEDs as explained in our previous work
[3]. We implemented also a vibra-motor based layer to
provide tactile feedback to the user. We can control and
set both the duty-cycle and the duration of the motor
feedback. In this way we can select a range of tactile
feedbacks by use of appropriate commands sent
wirelessly. The SMCube can also be programmed
wirelessly thanks to the boot loader on the micro-
controller. Moreover, the SMCube functionalities have
been upgraded:
1) Manipulation state awareness. The accelerometer
embedded in the SMCube provides the ability to
understand if the cube is held by a person or is
motionless on the tabletop. The detection is based on
the tilt and has been tested taking into account noise
due to furniture structural vibrations and accidental
noise (keyboard typing, etc.). We considered also the
disambiguation between the ‘still on table’ case and the
‘still in hands’ case, taking into account hands tremor
[8] and other clues.
2) Bluetooth-based proximity awareness. It is possible
to exploit the ability of Bluetooth protocol to discover
neighbor Bluetooth devices, their identity and to
exchange proximity information. In fact, by means of
the inquiry procedure, the RSSI (Received Strength
Signal Indicator) referred to a certain device can be
read. The Bluetooth transceiver inside the SMCube
enables the general system to use the inquiry
procedure to extract its RSSI and consequently the
proximity of the cube to the work area and decide to
automatically associate it. Therefore, the cube can be
used to interact with the application. The inquiry
procedure can be repeated periodically to check the
proximity of other SMcubes. Similarly, the SMcube can
be disconnected if moved far from the system, since
the RSSI connection value has decreased under a
certain threshold.
Sensing of the Active Area
Computer Vision techniques are applied to obtain LEDs
detection and tracking in the Active Area of the tabletop
in order to understand cube's position and orientation
on a its surface. Since we are working in a multi user
system, the analysis of LEDs pattern gives us the
information about cube’s unique visual id [3]. Just
simple image processing operations (noise removal,
background subtraction, thresholding and connected
components analysis) are done.
CHI 2008 Proceedings · Works In Progress April 5-10, 2008 · Florence, Italy
2958
Application Scenarios
We have started designing some application scenarios
using the TANGerINE framework, and implemented
working systems. The first project focuses on the
interaction of a single SMCube with an whole audience,
while the second is a prototype collaborative application
integrating the tangible smart object with interactive
tabletops.
TANGerINE Theatre
Interactive theatre is a not-fully addressed field in the
research community, and it is often dealt as a
performance in which the interaction is played between
human actors and virtual and multimedia contents, with
no roles for the audience.
An interesting work is shown in [7] where the
Improvisational Theater Space is described. We agree
with the motivations of bringing the interactivity into
improvisation theater: a pre-fixed performance would
not provide the chance for the audience to actively
“join” the performance. But we do not think that such
interaction could mean engaging the audience into the
improvisation, on the stage. This project concerns a
new kind of long form improvisation performance in
which the audience is able to change scenographies.
Our idea starts from Jam Theater, a long form
improvisation performance (www.longform.it)
conceived by the cultural association Contaminazioni
Teatrali. In this performance, the actors don’t follow a
pre-conceived play script inspiring the stories to a
theme or a word suggested by the audience. The
question is: how can we improve such interaction
degree? We tried introducing a new tangible dialogue
device in order to enable the communication between
audience and actors. By manipulating the SMCube, the
audience is able to switch through six different
multimedia scenographies projected in a large screen
used as a frame for the stage. Every scenography is
associated to a particular story improvised by the
actors so that the audience become de facto a
“director-audience”.
A first version of the performance has been presented
to the “Creativity Festival 2007” in Florence where a
numerous audience have enjoyed and joined the show.
TANGerINE Tales
Another promising application scenario for our system
focuses on supporting children’s face-to-face
collaborative story-making.
Although extensive work has been carried out in the
development and evaluation of children’s collaborative
story-making systems [1], we feel some aspects have
not been entirely addressed yet. Firstly, only few
educational applications aimed at supporting children’s
story-making [1,4] focus on encouraging children’s
reflection on the story structure. Secondly, many
educational applications have been designed with the
aim of supporting children’s collaboration when making
a story. However, a few main aspects of collaboration
still need to be addressed. One of the main concerns
when designing for collaboration is that of supporting
distributed participation: in a synchronous setting such
as a face-to-face collaborative story-making activity, a
system should enable multiple users’ simultaneous
interaction. SMCubes can support this by allowing each
child to use his own cube to interact with the system at
the same time as other children. By switching the cube
functionalities, the roles can also be fluidly re-assigned
to different children according to emerging or pre-
defined activity scripts. The spatial configuration of
sensitive areas can also encourage different levels of
engagement: a child in the Nearby Area can be
CHI 2008 Proceedings · Works In Progress April 5-10, 2008 · Florence, Italy
2959
involved in the activity peripherally, while a child in the
Active Area is taking the leading role.
Finally, lessons from the design of collaborative
systems have stressed the importance of accounting for
authoring identity, especially when the supported
activity is an open ended, creative one. Our system
supports this, because it delivers a clear history of the
actions performed by each individual, the system
provides not only a strong motivational aspect for
children’s participation, but also a useful tool for
educators to assess each child’s level of participation
both in quantitative and qualitative terms.
FURTHER INVESTIGATIONS
A full user evaluation has not been conducted yet.
However our initial experience with users highlighted
that the approach is very lightweight: especially on
collaborative systems we found users to promptly
understand the paradigm and use the cube in a natural
way after some trial attempts. Our future work will
address both technological advances in the sensing
platform and application design. We are going to enrich
the smart objects with new sensors to detect more
events (e.g. capacitive sensors for grasp detection) and
to reinforce estimates (e.g. magnetometer to provide
measure of the orientation also in the Nearby Area)
also exploiting sensor fusion techniques. The sensing of
the Active Area of the tabletop will be expanded with a
context-camera developing an algorithm able to track
users in the Nearby Area.
Our very next step is advancing with both Theatre and
Tales project, and also creating real-world scenarios of
interactive environments with multiple system featuring
multiple tabletops and walls.
Citations
[1] M.J. Ananny, J.C., TellTale: A toy to encourage written literacy skills through oral storytelling, in Text, Discourse Cognition. 2001: Jackson Hole, WY.
[2] Baraldi, S., Del Bimbo, A., Landucci, L., and Valli, A., “wikiTable: finger driven interaction for collaborative knowledge-building workspaces”, In Proc. of IEEE CVPRW, 2006.
[3] Baraldi, S., Del Bimbo, A., Landucci, L., Torpei, N., Cafini, O., Farella, E., Pieracci, A., and Benini, L., “Introducing TANGerINE: a TANGible Interactive Natural Environment”, In Proc. of ACM MULTIMEDIA, 2007.
[4] A. Cappelletti, G.Gelmini, F. Pianesi, F. Rossi, M. Zancanaro, Enforcing Cooperative Storytelling: First Studies, in ICALT. 2004, IEEE Computer Society Press:
Joensuu, Finland.
[5] Dey, A., Kortuem, G., Morse, D., and Schmidt, A. “Situated Interaction and Context-Aware Computing”, Personal Ubiquitous Comput. 5, 2001.
[6] Mazalek, A., Reynolds, M., and Davenport, G. “TViews: An Extensible Architecture for Multiuser Digital Media Tables” IEEE Comput. Graph. Appl.26, 2006.
[7] F. Sparacino, K. Hall, C. Wren, G. Davenport, and A. Pentland,“Improvisational Theater Space,” Symposium on Arts and Technology, 1997
[8] Strachan, S., Murray-Smith, R., “Tremor as an Input Mechanism”, UIST 2004.
[9] Ulmer; B. & Ishii, H., ''Emerging Frameworks for Tangible User Interfaces'' IBM Systems Journal. 39 (3&4), 2000.
[10] Wakkary, R., Hatala, M., “ec(h)o: Situated Play in a Tangible and Audio Museum Guide”, Designing Interactive Systems, 2006.
CHI 2008 Proceedings · Works In Progress April 5-10, 2008 · Florence, Italy
2960