Sunday, September 9, 2012

Paper Reading #6: ZeroN: Mid-Air Tangilbe Interaction Enabled by Computer Controlled Magnetic Levitation

Intro
ZeroN: Mid-Air Tangilbe Interaction Enabled by Computer Controlled Magnetic Levitation
UIST 2011, October 2011, Santa Barbara, California, USA
Jinha Lee
·        MIT Media Laboratory
·        Ph.D. student and research assistant
·        “He studies human computer interaction and develops novel Tangible and Gestural Interfaces”
·        http://leejinha.com/
Rehmi Post
·        MIT Center for Bits and Atoms
·        Visiting Scientist
·        His research focuses on “dynamics of micro- and mesoscale systems, and microelectromechanical systems (MEMS)”
·        http://web.media.mit.edu/~rehmi/bio.html
Hiroshi Ishii
·        MIT Media Laboratory
·        Associate Director of MIT Media Lab
·        His “research focuses upon the design of seamless interfaces between humans, digital information, and the physical environment”
·        http://web.media.mit.edu/~ishii/bio.html

Summary

“Tangible interfaces attempt to bridge the gap between virtual and physical spaces by embodying the digital in the physical world.”  Researchers are exploring how to transfer a 2D surface into a 3D interactive surface.  “Our goal is to allow users to take physical components of tabletop tangible interfaces off the surface and place them in the air.”  The first prototype created by the authors used magnetic levitation technology.
Previous devices had input provided through manipulation of physical objects and output through graphical projection.  One approach to the transition from 2D to 3D has been use of deformable surfaces.  Holograms have been considered for this technology but the user is not able to interact with the holographic image like a physical object.  “High performance magnetic levitation haptic interfaces … enable the user to better interact with simulated virtual environments.”  “Our work aims to explore a realm where both display and input occur in 3D space, mediated by a computer-controlled tangible object, and therefore enabling users’ direct manipulation.”  The researchers “aim to create a system where users can interact with 3D information through manipulating computationally controlled physical objects, without physical tethering by mechanical armatures or requiring users to wear an optical device such as a head-mounted display.”
The system designed by the authors has a volume of “38cm x 38cm x 9cm in which it can levitate, sense and control the 3D position” of the ball.  The interactive space is larger than that of the “anti-gravity” space to allow the users more range of motion.  There are five key elements in the current prototype: a magnetic levitator, a 2-axis linear actuator, stereo cameras, a depth camera, and a tabletop interface.  The height of the object is achieved by “combining magnetic position control … and mechanical actuation.”  The lateral motion in both directions is controlled by two stepper motors.  “Properly measuring the distance of a magnet is the key component is stable levitation and vertical control.”  The levitating object is a spherical dipole magnet. One of the challenges was to determine whether the motion of the object in the “anti-gravity space” was being moved by the user or is “naturally wobbling.” A Kinect camera was used to distinguish the users’ hands from the background. “When the user grabs the [ball] and places it within the defined space of the system, the system tracks the 3D position of the object, and determines if the user’s hand is grabbing the [ball].”
The words that the authors use are place (putting the object in its location), translate (move the object), rotate (rotating the object), hold (holding or blocking the object’s motion), and long hold (initiates a specific function such as replay).  A digital shadow was created so that the users have a visible link between the object and the tabletop.
 This system can be used to demonstrate two ideas commonly used in physics: Kepler’s Law (left) and the three-body problem (below). It can also be used to demonstrate two concepts necessary for architectural planning: lighting control and camera path control. The authors have “partially implemented and demonstrated a Tangible 3D Pong application with the [ball] as a pingpong ball.”
A study was performed to evaluate the design.  The users commented that the delay between their action and the computers response was confusing. The users did like the ability to place a ‘camera’ in the air and record the display from that angle. “Several users commented that not being able to see physical relationship between ‘planets’ make them harder to expect how to interact with this system, or what would happen if they touch and move the parts.”
To increase the height of levitation, a cooling system would need to be added to the current system. There is a limit to how quickly the ball can be moved, if the acceleration is faster than the inertia of the ball can handle, then the ball will be dropped.  “Lateral oscillation was reported as the biggest issue to correct in our application scenarios.”  The vertical actuation can be increased by “carefully designing the magnetic controller with better range sensing capabilities.”  In future designs, there will be capabilities to control more than one object at a time.  The authors believe that this system could be expanded to work with holographic displays also.

Related Work

1.      Tangible bits: beyond pixels” – The goal of this paper was discuss an application TUI and explain the various ways in which it could be used.
2.      “Extending tangible interfaces for education: digital montessori-inspired manipulatives” – This paper discusses ways to classify “physical objects specifically designed to foster learning” and discuss in detail the application of one of the manipulatives.
3.      New Directions in 3D User Interfaces” – This paper discusses the history of 3D UI and gives evidence of ways that new researchers can continue to expand this field of research and ideas of how 3D UI can be used.
4.      Interaction in a collaborative augmented reality environment” – This paper details an augmented reality system in which users interact with 2D and 3D data with tangible interfaces.
5.      “3D User Interfaces: New Directions and Perspectives” – This paper covers the current state of the art ideas in 3D UI and speculates of areas of future research.
6.      “TUISTER: a tangible UI for hierarchical structures” – This paper details the design of a tangible UI and explains how it can be used with respect to hierarchical structures.
7.      “CUBIK: a bi-directional tangible modeling interface” – This paper describes CUBIK with can be used to create and manipulate 3D models.
8.      “iStuff: a physical user interface toolkit for ubiquitous computing environments” – This paper covers “a physical toolkit for distributed, heterogeneous environments with run-time retargetable device data flow.”
9.      “Tiles: A Mixed Reality Authoring Interface” – This paper introduces Tiles which is “a transparent user interface that allows users to seamlessly interact with both virtual and physical objects.”
10.   “Developing a generic augmented-reality interface” – This paper describes an augmented reality interface which would allow the user to merge the virtual and physical space.
These papers clearly detail the fact that this topic is not entirely novel, though parts of the ideas are new.  Very few of the other papers were working with magnets to create the 3D interface.  Overall, this topic can be considered novel since while others are working on 3D interfaces, no one else is looking at this particular approach.

Evaluation

There were two evaluations performed on this system.  The first was a subjective, qualitative response of the users’ ideas on the system.  This is helpful, but could have been improved by an additional portion of the responses which use a Likert scale. That would allow the users to explain their disagreements and still have numerical data to use.  The second evaluation was a testing of the limits of the program; it was an objective, quantitative test.  The limits were defined and then the authors discussed whether the limits were effective enough or if they should be improved upon.  These evaluations helped the authors come up with new ways to improve the system and fix any problems the users found.

Discussion

I personally believe that this is an interesting, if not entirely novel, idea.  We will be seeing more technology like this in the future.  The evaluation was appropriate, but I think using a Likert scale questionnaire as well as an open response survey would have given more answers which could be averaged.  I would have also liked to know how many users were involved in the testing that were not involved in the creation of the system.  Overall, this topic is far from gone and will continue to be seen in the future.

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