Physical Interaction (PI03) Workshop on Real World User Interfaces

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Physical Interaction (PI03) Workshop on Real World User Interfaces Workshop Proceedings, September 2003 Physical Interaction (PI03) Workshop on Real World User Interfaces The workshop is held at the MobileHCI conference 2003 in Udine (Italy) Workshop Organizers: Albrecht Schmidt, University of Munich, Germany, [email protected] Steve Benford, Nottingham University, UK, [email protected] Andreas Butz, Universität des Saarlandes, Germany, [email protected] Further Information is available at: http://www.medien.informatik.uni-muenchen.de/en/events/pi03/ The copyright of the papers is with the authors. Table of Contents Tejp: Designing for Embodied Interaction with Personal Information Layers in Public Spaces __ 3 Margot Jacobs, Play Studio, Interactive Institute, Sweden; Lalya Gaye and Lars Erik Holmquist, Future Applications Lab, Viktoria Institute, Sweden A Widget-Based Approach for Creating Voice Applications _______________________________ 7 Andreas Hartl, Darmstadt University of Technology, Germany Designing for Physical Interaction and Contingent Encounters in a Mobile Gaming Situation __ 11 Liselott Brunnberg and Kristina Hulterström, Mobility Studio, The Interactive Institute, Stockholm, Sweden Pin&Mix: When Pins Become Interaction Components __________________________________ 15 Kristof Van Laerhoven, Nicolas Villar and Hans-Werner Gellersen, Lancaster University, UK TUISTER: a Tangible UI for Hierarchical Structures ___________________________________ 18 Andreas Butz, Markus Groß and Antonio Krüger, Saarland University, Saarbrücken, Germany VisualPen: A Physical Interface for natural human computer interaction ___________________ 22 Francesco La Rosa, Carlo Costanzo and Giancarlo Iannizzotto, University of Messina, Italy. Enlargement of a Movement Area and Processing Multi Persons in a Vision-Based Face Tracking System __________________________________________________________________ 27 Yasuto Nakanishi, Atsushi Nagasawa and Hideki Koike, Graduate School of Info. Sys., Univ. of Electro-Communications and Inst. of Industrial Science, Univ. of Tokyo, Japan A user interaction paradigm for physical browsing and near-object control based on tags _____ 31 Pasi Välkkynen, Ilkka Korhonen, Johan Plomp, Timo Tuomisto, Luc Cluitmans, Heikki Ailisto, and Heikki Seppä, VTT Information Technology, Tampere and VTT Electronics, Oulu, Finland Body Mnemonics__________________________________________________________________ 35 Jussi Ängeslevä, Sile O’Modhrain, Ian Oakley and Stephen Hughes, Media Lab Europe,Dublin, Ireland Realising Physical Selection for Mobile Devices_________________________________________ 38 Heikki Ailisto, Ilkka Korhonen, Johan Plomp, Lauri Pohjanheimo and Esko Strömmer, VTT Electronics, Oulu and VTT Information Technology, Tampere, Finland Configurability in and Integration with the Environment: Diverse Physical Interfaces for Architecture Design _______________________________________________________________ 42 Giulio Iacucci, University of Oulu,, Finland, Kresimir Matkovic, Thomas Psik and Ina Wagner, Vienna University of Technology, Austria A Framework for Tangible User Interfaces ____________________________________________ 46 Boriana Koleva, Steve Benford, Kher Hui Ng and Tom Rodden, University of Nottingham, Nottingham, UK Sensing Opportunities for Physical Interaction _________________________________________ 51 Florian Michahelles and Bernt Schiele, ETH Zurich, Switzerland Designing Physical Interaction with Sensor Drawbacks in Mind___________________________ 56 Stavros Antifakos, Jan Borchers and Bernt Schiele, ETH Zurich, Switzerland Controlling multiple devices_________________________________________________________ 60 Rainer Wasinger, Christoph Endres and Christian Kray, DFKI GmbH and Saarland University, Saarbrücken, Germany Study of Tangible User Interface for handling tridimensionnal Objects. ____________________ 64 Ludovic Garreau and Nadine Couture, LIPSI - ESTIA, Technopole Izarbel, Bidart, France Discussion: Exploiting Physicality: linking action and effect ______________________________ 69 Sara Price and Paul Marshall, University of Sussex, Brighton, UK Discussion: Interacting with the Disappeared Computer _________________________________ 70 Bert Bongers, Academy for Digital Communication, Utrecht, The Netherlands Discussion: How the move to physical user interfaces can make human computer interaction a more enjoyable experience ________________________________________________________ 71 Rowanne Fleck, University of Sussex, Brighton, UK Physical Interaction (PI03) - Workshop on Real World User Interfaces – September 2003 2 Tejp: Designing for Embodied Interaction with Personal Information Layers in Public Spaces Margot Jacobs Lalya Gaye, Lars Erik Holmquist Play Studio, Interactive Institute Future Applications Lab, Viktoria Institute, Hugo Grauers gata 3, 412 96 Göteborg, Sweden Box 620, 405 30 Göteborg, Sweden www.playresearch.com www.viktoria.se/fal +46-(0)734055867 +46-(0)31-7735562 [email protected] {lalya, leh}@viktoria.se ABSTRACT The project Tejp explores various possibilities for overlaying personal traces on public spaces through physical interaction and parasitic methods. A series of low-tech prototypes drawing inspiration from existing urban practices, are tested in real settings with the general public. We stage the prototypes as props and people as performers to discover and uncover emerging behaviours, and to derive design implications for location-based information systems that make full use of the physicality of public spaces. Keywords Figure 1. Found example of existing parasitic means of Embodied physical interaction, personalisation of public space, personalising public space. physical environment, location-based information systems, 1.2 Related Work interaction design, urban sub-cultural practices Tejp is related to projects in the fields of ubiquitous computing 1. INTRODUCTION and augmented reality [e.g. 5, 9 11 12], interaction design [e.g. 1, 6, 7] and in particular to location-based information systems [e.g. 1.1 Motivation 4], which connect digital information to physical space. For Prompted by the excess of commercial media pervading the example, the project Hear&There enables people to leave virtual public arena, the research and design project Tejp aims at audio imprints at particular places, with content that is created by encouraging playful ways for indivduals to personalise territory the users themselves, located with GPS on a map through a PDA, and at providing a space and sounding board for existing social and accessed through headphones. GeoNotes focuses on the relationships between residents, passers-by and potential players “communicatory, social and navigational implications of the mass in the public arena. The aim of the project is to provide usage” [4] of text-based systems, addressing the issue of technological tools and situations for layering personal traces on information overload and introducing the notion of social public physical spaces for others to discover. We promote filtering. technologically enabled personal expression that can happen any day, in any public space without the need for group organization In Tejp, we concentrate on the tangible and semantic aspects of or ownership of specific devices. interaction between the user and that information space, and take advantage of the physicality of the environment. The ultimate goal Builiding upon existing alternative channels of public expresion is to facilitate the personalisation of public spaces by everyday and communication for everyday people such as graffiti, stickers, people, exploring parasitic communication as means of adding posters and bulletin boards, we perform a series of experiments by and revealing layers of content on physical space. deploying low-tech prototypes in the public realm. This allows us to explore various types of physical interaction for authoring, 1.3 Approach layering and accessing digital information on public space, and to Each place has emotions, meanings, and content that are related or uncover how this interaction influences meaning, content and attributed to them. These are linked to the context in which they user’s behaviour. are created and are affected by the cultural and cognitive filters through which they are perceived. For example, the interpretation of traffic signs depends upon placement and knowledge of traffic This paper was presented at "Physical Interaction (PI03) – laws. Reciprocally, their presence determines the use and meaning Workshop on Real World User Interfaces", a workshop at of crossroads at which they are placed. Inspired by parasitic media the Mobile HCI Conference 2003 in Udine (Italy). September theory [10] and the work of the Situationists [2], we are interested 8, 2003. The copyright remains with the authors. in the creation of new such layers of content for places, without Further information and online proceedings are available at altering their intrinsic structure or function (Fig. 1). We aim at http://www.medien.informatik.uni-muenchen.de/en/events/pi03/ providing people with a means of superimposing personal layers of content on the physical environment (like communities do with stickers and posters, f. ex.) as well as revealing hidden layers of Physical Interaction (PI03) - Workshop on Real World User Interfaces – September 2003 3 understanding (as if x-raying unperceivable facets of reality in upon those structures (walls, urban furniture, existing web of public spaces), thereby supporting the insertion of new meanings mobile communications, electrical apparatus, etc),
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