Publication statistics
Pub. period:1990-2012
Pub. count:110
Number of co-authors:151
Co-authors
Number of publications with 3 favourite co-authors:
Leonardo Bonanni:7H. Yoshikawa:6Hayes Raffle:6 Productive colleagues
Hiroshi Ishii's 3 most productive colleagues in number of publications:
Jonathan Grudin:105Newton Lee:97Bill Buxton:78 
...that strange new zone between medium and message. That zone we call the interface
-- Steven Johnson, 1997
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Hiroshi Ishii
Has also published under the name of:
"H. Ishii"
Personal Homepage:
http://web.media.mit.edu/~ishii/Current place of employment:
MIT Media LaboratoryHiroshi Ishii is Jerome B. Wiesner Professor of Media Arts and Sciences at the MIT Media Lab, where he is head of the Tangible Media group and co-director of the Things That Think (TTT) consortium. Ishii's research focuses upon the design of seamless interfaces between humans, digital information, and the physical environment. His group seeks to change the "painted bits" of GUIs to "tangible bits" by giving physical form to digital information. Their work emphasizes that the development of tangible interfaces requires the rigor of both scientific and artistic review. Ishii and his team have presented "Tangible Bits" at a variety of academic, design, and artistic venues such as ACM SIGCHI and SIGGRAPH, Industrial Design Society of America, AIGA, Ars Electronica, ICC, Centre Pompidou, and the Victoria and Albert Museum. A display of many of the group's projects took place at the NTT InterCommunication Center (ICC) in Tokyo in 2000, and at Ars Electronica Center in Linz, Austria from September 2001 to August 2004. Prior to joining the Media Lab in 1995, Ishii led a CSCW research group at NTT Human Interface Laboratories, where he and his team invented TeamWorkStation and ClearBoard. He was a visiting assistant professor at the University of Toronto in 1993 and 1994. Ishii received his BE degree in electronic engineering, and ME and PhD degrees in computer engineering, from Hokkaido University, Japan. In 2006 ACM SIGCHI elected Ishii to the CHI Academy, recognizing his substantial contributions to the field of Human-Computer Interactions through the creation of a new genre called "Tangible User Interfaces."
Publications by Hiroshi Ishii (bibliography)
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Follmer, Sean, Ballagas, Rafael (Tico), Raffle, Hayes, Spasojevic, Mirjana and Ishii, Hiroshi (2012): People in books: using a FlashCam to become part of an interactive book for connected reading. In: Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 685-694.
We introduce People in Books with FlashCam technology, a system that supports children and long-distance family members to act as characters in children's storybooks while they read stories together over a distance. By segmenting the video chat streams of the child and remote family member from their background surroundings, we create the illusion that the child and adult reader are immersed among the storybook illustrations. The illusion of inhabiting a shared story environment helps remote family members feel a sense of togetherness and encourages active reading behaviors for children ages three to five. People In Books is designed to fit into families' traditional reading practices, such as reading ebooks on couches or in bed via netbook or tablet computers. To accommodate this goal we implemented FlashCam, a computationally cost effective and physically small background subtraction system for mobile devices that allows users to move locations and change lighting conditions while they engage in background-subtracted video communications. A lab evaluation compared People in Books with a conventional remote reading application. Results show that People in Books motivates parents and children to be more performative readers and encourages open-ended play beyond the story, while creating a strong sense of togetherness.
© All rights reserved Follmer et al. and/or ACM Press
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Follmer, Sean, Leithinger, Daniel, Olwal, Alex, Cheng, Nadia and Ishii, Hiroshi (2012): Jamming user interfaces: programmable particle stiffness and sensing for malleable and shape-changing devices. In: Proceedings of the 2012 ACM Symposium on User Interface Software and Technology 2012. pp. 519-528.
Malleable and organic user interfaces have the potential to enable radically new forms of interactions and expressiveness through flexible, free-form and computationally controlled shapes and displays. This work, specifically focuses on particle jamming as a simple, effective method for flexible, shape-changing user interfaces where programmatic control of material stiffness enables haptic feedback, deformation, tunable affordances and control gain. We introduce a compact, low-power pneumatic jamming system suitable for mobile devices, and a new hydraulic-based technique with fast, silent actuation and optical shape sensing. We enable jamming structures to sense input and function as interaction devices through two contributed methods for high-resolution shape sensing using: 1) index-matched particles and fluids, and 2) capacitive and electric field sensing. We explore the design space of malleable and organic user interfaces enabled by jamming through four motivational prototypes that highlight jamming's potential in HCI, including applications for tabletops, tablets and for portable shape-changing mobile devices.
© All rights reserved Follmer et al. and/or ACM Press
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DeVincenzi, Anthony, Yao, Lining, Ishii, Hiroshi and Raskar, Ramesh (2011): Kinected conference: augmenting video imaging with calibrated depth and audio. In: Proceedings of ACM CSCW11 Conference on Computer-Supported Cooperative Work 2011. pp. 621-624.
The proliferation of broadband and high-speed Internet access has, in general, democratized the ability to commonly engage in videoconference. However, current video systems do not meet their full potential, as they are restricted to a simple display of unintelligent 2D pixels. In this paper we present a system for enhancing distance-based communication by augmenting the traditional video conferencing system with additional attributes beyond two-dimensional video. We explore how expanding a system's understanding of spatially calibrated depth and audio alongside a live video stream can generate semantically rich three-dimensional pixels containing information regarding their material properties and location. We discuss specific scenarios that explore features such as synthetic refocusing, gesture activated privacy, and spatiotemporal graphic augmentation.
© All rights reserved DeVincenzi et al. and/or their publisher
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Yao, Lining, Dasgupta, Sayamindu, Cheng, Nadia, Spingarn-Koff, Jason, Rudakevych, Ostap and Ishii, Hiroshi (2011): RopePlus: bridging distances with social and kinesthetic rope games. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 223-232.
Rope-based games such as jump rope, tug-of-war, and kite-flying promote physical activity and social interaction among people of all ages and especially in children during the development of their coordination skills and physical fitness. Our RopePlus system builds on those traditional games by enabling players to participate remotely through interacting with ropes that connect physical and virtual spaces. The RopePlus platform is centered around the rope as a tangible interface with various hardware extensions to allow for multiple playing modes. In this paper, we present two games that have been implemented in detail: a kite-flying game called Multi-Fly and a jump-rope game called Multi-Jump. Our work aims to expand tangible interface gaming to real time social playing environments.
© All rights reserved Yao et al. and/or their publisher
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Raffle, Hayes, Wang, Ruibing, Seada, Karim and Ishii, Hiroshi (2011): Communiclay: a modular system for tangible telekinetic communication. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 233-242.
We introduce Communiclay, a modular construction system for tangible kinetic communication of gesture and form over a distance. Users assemble a number of Communiclay nodes into unique configurations, connect their creations to each others' Communiclay creations on a network, and then physically deform one creation to synchronously output those same gestures on the other networked creations. Communiclay builds on trends in tangible interfaces and explores the ways in which future actuated materials can enable a variety of tangible interfaces. We present applications that stem from past research in tangible media, and describe explorations that address ways in which people make meaning of remote communication through gesture and dynamic physical form. Our hypothesis is that current research in programmable matter will eventually converge with UI research; Communiclay demonstrates that we can begin to explore design and social issues with today's technologies.
© All rights reserved Raffle et al. and/or their publisher
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Blackshaw, Matthew, DeVincenzi, Anthony, Lakatos, David, Leithinger, Daniel and Ishii, Hiroshi (2011): Recompose: direct and gestural interaction with an actuated surface. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1237-1242.
In this paper we present Recompose, a new system for manipulation of an actuated surface. By collectively utilizing the body as a tool for direct manipulation alongside gestural input for functional manipulation, we show how a user is afforded unprecedented control over an actuated surface. We describe a number of interaction techniques exploring the shared space of direct and gestural input, demonstrating how their combined use can greatly enhance creation and manipulation beyond unaided human capability.
© All rights reserved Blackshaw et al. and/or their publisher
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Xiao, Xiao and Ishii, Hiroshi (2011): Duet for solo piano: MirrorFugue for single user playing with recorded performances. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1285-1290.
MirrorFugue is an interface that supports symmetric, real-time collaboration on the piano using spatial metaphors to communicate the hand gesture of collaborators. In this paper, we present an extension of MirrorFugue to support single-user interactions with recorded material and outline usage scenarios focusing on practicing and self-reflection. Based on interviews with expert musicians, we discuss how single-user interactions on MirrorFugue relate to larger themes in music learning and suggest directions for future research.
© All rights reserved Xiao and Ishii and/or their publisher
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Yao, Lining, Dasgupta, Sayamindu, Cheng, Nadia, Spingarn-Koff, Jason, Rudakevych, Ostap and Ishii, Hiroshi (2011): Multi-jump: jump roping over distances. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1729-1734.
Jump roping, a game in which one or more people twirl a rope while others jump over the rope, promotes social interaction among children while developing their coordination skills and physical fitness. However, the traditional game requires that players be in the same physical location. Our 'Multi-Jump' jump-roping game platform builds on the traditional game by allowing players to participate remotely by employing an augmented rope system. The game involves full-body motion in a shared game space and is enhanced with live video feeds, player rewards and music. Our work aims to expand exertion interface gaming, or games that deliberately require intense physical effort, with genuine tangible interfaces connected to real-time shared social gaming environments.
© All rights reserved Yao et al. and/or their publisher
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Lee, Jinha, Post, Rehmi and Ishii, Hiroshi (2011): ZeroN: mid-air tangible interaction enabled by computer controlled magnetic levitation. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 327-336.
This paper presents ZeroN, a new tangible interface element that can be levitated and moved freely by computer in a three dimensional space. ZeroN serves as a tangible representation of a 3D coordinate of the virtual world through which users can see, feel, and control computation. To accomplish this, we developed a magnetic control system that can levitate and actuate a permanent magnet in a predefined 3D volume. This is combined with an optical tracking and display system that projects images on the levitating object. We present applications that explore this new interaction modality. Users are invited to place or move the ZeroN object just as they can place objects on surfaces. For example, users can place the sun above physical objects to cast digital shadows, or place a planet that will start revolving based on simulated physical conditions. We describe the technology and interaction scenarios, discuss initial observations, and outline future development.
© All rights reserved Lee et al. and/or ACM Press
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Follmer, Sean, Johnson, Micah, Adelson, Edward and Ishii, Hiroshi (2011): deForm: an interactive malleable surface for capturing 2.5D arbitrary objects, tools and touch. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 527-536.
We introduce a novel input device, deForm, that supports 2.5D touch gestures, tangible tools, and arbitrary objects through real-time structured light scanning of a malleable surface of interaction. DeForm captures high-resolution surface deformations and 2D grey-scale textures of a gel surface through a three-phase structured light 3D scanner. This technique can be combined with IR projection to allow for invisible capture, providing the opportunity for co-located visual feedback on the deformable surface. We describe methods for tracking fingers, whole hand gestures, and arbitrary tangible tools. We outline a method for physically encoding fiducial marker information in the height map of tangible tools. In addition, we describe a novel method for distinguishing between human touch and tangible tools, through capacitive sensing on top of the input surface. Finally we motivate our device through a number of sample applications.
© All rights reserved Follmer et al. and/or ACM Press
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Leithinger, Daniel, Lakatos, David, DeVincenzi, Anthony, Blackshaw, Matthew and Ishii, Hiroshi (2011): Direct and gestural interaction with relief: a 2.5D shape display. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 541-548.
Actuated shape output provides novel opportunities for experiencing, creating and manipulating 3D content in the physical world. While various shape displays have been proposed, a common approach utilizes an array of linear actuators to form 2.5D surfaces. Through identifying a set of common interactions for viewing and manipulating content on shape displays, we argue why input modalities beyond direct touch are required. The combination of freehand gestures and direct touch provides additional degrees of freedom and resolves input ambiguities, while keeping the locus of interaction on the shape output. To demonstrate the proposed combination of input modalities and explore applications for 2.5D shape displays, two example scenarios are implemented on a prototype system.
© All rights reserved Leithinger et al. and/or ACM Press
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Parkes, Amanda and Ishii, Hiroshi (2010): Bosu: a physical programmable design tool for transformability with soft mechanics. In: Proceedings of DIS10 Designing Interactive Systems 2010. pp. 189-198.
Physical transformability is emerging as an important element of interaction design as advances in material science and computational control give rise to new possibilities in actuated products and kinetic environments. However, this transition also produces a new range of design problems-how do we visualize, imagine, and design the physical processes of transformation? This paper presents Bosu, a design tool offering kinetic memory -- the ability to record and play back motion in 3-D space -- for soft materials. It is used for motion prototyping and digitally augmented form finding, combining dynamic modeling with coincident sensing and actuation to create transformable structures. Evaluation from a workshop with architects and interaction, product, and fashion designers is presented discussing the ramifications of physically programming motion with a new soft materiality, moving toward new ideas in body mimesis and material construction for kinetic design.
© All rights reserved Parkes and Ishii and/or their publisher
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Bonanni, Leonardo, Hockenberry, Matthew, Zwarg, David, Csikszentmihalyi, Chris and Ishii, Hiroshi (2010): Small business applications of sourcemap: a web tool for sustainable design and supply chain transparency. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 937-946.
This paper introduces sustainable design applications for small businesses through the Life Cycle Assessment and supply chain publishing platform Sourcemap.org. This web-based tool was developed through a year-long participatory design process with five small businesses in Scotland and in New England. Sourcemap was used as a diagnostic tool for carbon accounting, design and supply chain management. It offers a number of ways to market sustainable practices through embedded and printed visualizations. Our experiences confirm the potential of web sustainability tools and social media to expand the discourse and to negotiate the diverse goals inherent in social and environmental sustainability.
© All rights reserved Bonanni et al. and/or their publisher
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Follmer, Sean, Raffle, Hayes, Go, Janet and Ishii, Hiroshi (2010): Video play: playful interactions in video conferencing for long-distance families with young children. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3397-3402.
Long-distance families are increasingly staying connected with free video conferencing tools. However research has highlighted a need for shared activities for long-distance family communication. While video technology is reportedly superior to audio-only tools for children under age 7, the tools themselves are not designed to accommodate children's or families needs. This paper introduces games for intergenerational families to play with young children during a video chat. We build on research in CSCW and child development to create opportunities for silliness and open-ended play between adults and young children. Our goal is to create a space for shared activities that scaffold interaction across distance and generations.
© All rights reserved Follmer et al. and/or their publisher
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Lee, Jinha and Ishii, Hiroshi (2010): Beyond: collapsible tools and gestures for computational design. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3931-3936.
Since the invention of the personal computer, digital media has remained separate from the physical world, blocked by a rigid screen. In this paper, we present Beyond, an interface for 3-D design where users can directly manipulate digital media with physically retractable tools and hand gestures. When pushed onto the screen, these tools physically collapse and project themselves onto the screen, letting users perceive as if they were inserting the tools into the digital space beyond the screen. The aim of Beyond is to make the digital 3-D design process straightforward, and more accessible to general users by extending physical affordances to the digital space beyond the computer screen.
© All rights reserved Lee and Ishii and/or their publisher
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Follmer, Sean, Raffle, Hayes, Go, Janet, Ballagas, Rafael and Ishii, Hiroshi (2010): Video play: playful interactions in video conferencing for long-distance families with young children. In: Proceedings of ACM IDC10 Interaction Design and Children 2010. pp. 49-58.
Long-distance families are increasingly staying connected with free video conferencing tools. However research has highlighted a need for shared activities for long-distance family communication. While video technology is reportedly superior to audio-only tools for children under age 7, the tools themselves are not designed to accommodate children's or families' needs. This paper introduces four design explorations of shared play activities over video conferencing that support family togetherness between children and remote adult family members. We build on research in CSCW and child development to create opportunities for silliness and open-ended play between adults and young children. Our goal is to scaffold interaction across distance and generations.
© All rights reserved Follmer et al. and/or their publisher
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Chung, Keywon, Shilman, Michael, Merrill, Chris and Ishii, Hiroshi (2010): OnObject: gestural play with tagged everyday objects. In: Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010. pp. 379-380.
Many Tangible User Interface (TUI) systems employ sensor-equipped physical objects. However they do not easily scale to users' actual environments; most everyday objects lack the necessary hardware, and modification requires hardware and software development by skilled individuals. This limits TUI creation by end users, resulting in inflexible interfaces in which the mapping of sensor input and output events cannot be easily modified reflecting the end user's wishes and circumstances. We introduce OnObject, a small device worn on the hand, which can program physical objects to respond to a set of gestural triggers. Users attach RFID tags to situated objects, grab them by the tag, and program their responses to grab, release, shake, swing, and thrust gestures using a built-in button and a microphone. In this paper, we demonstrate how novice end users including preschool children can instantly create engaging gestural object interfaces with sound feedback from toys, drawings, or clay.
© All rights reserved Chung et al. and/or their publisher
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Follmer, Sean, Carr, David, Lovell, Emily and Ishii, Hiroshi (2010): CopyCAD: remixing physical objects with copy and paste from the real world. In: Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010. pp. 381-382.
This paper introduces a novel technique for integrating geometry from physical objects into computer aided design (CAD) software. We allow users to copy arbitrary real world object geometry into 2D CAD designs at scale through the use of a camera/projector system. This paper also introduces a system, CopyCAD, that uses this technique, and augments a Computer Controlled (CNC) milling machine. CopyCAD gathers input from physical objects, sketches and interactions directly on a milling machine, allowing novice users to copy parts of real world objects, modify them and then create a new physical part.
© All rights reserved Follmer et al. and/or their publisher
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Lee, Jinha, Teerapittayanon, Surat and Ishii, Hiroshi (2010): Beyond: collapsible input device for direct 3D manipulation beyond the screen. In: Proceedings of the 2010 ACM Symposium on User Interface Software and Technology 2010. pp. 393-394.
What would it be like to reach into a screen and manipulate or design virtual objects as in real world? We present Beyond, a collapsible input device for direct 3D manipulation. When pressed against a screen, Beyond collapses in the physical world and extends into the digital space of the screen, such that users can perceive that they are inserting the tool into the virtual space. Beyond allows users to directly interact with 3D media, avoiding separation between the users' input and the displayed 3D graphics without requiring special glasses or wearables, thereby enabling users to select, draw, and sculpt in 3D virtual space unfettered. We describe detailed interaction techniques, implementation and application scenarios focused on 3D geometric design and prototyping.
© All rights reserved Lee et al. and/or their publisher
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Vaucelle, Cati, Bonanni, Leonardo and Ishii, Hiroshi (2009): Design of haptic interfaces for therapy. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 467-470.
Touch is fundamental to our emotional well-being. Medical science is starting to understand and develop touch-based therapies for autism spectrum, mood, anxiety and borderline disorders. Based on the most promising touch therapy protocols, we are presenting the first devices that simulate touch through haptic devices to bring relief and assist clinical therapy for mental health. We present several haptic systems that enable medical professionals to facilitate the collaboration between patients and doctors and potentially pave the way for a new form of non-invasive treatment that could be adapted from use in care-giving facilities to public use. We developed these prototypes working closely with a team of mental health professionals.
© All rights reserved Vaucelle et al. and/or ACM Press
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Bonanni, Leonardo, Xiao, Xiao, Hockenberry, Matthew, Subramani, Praveen, Ishii, Hiroshi, Seracini, Maurizio and Schulze, Jurgen (2009): Wetpaint: scraping through multi-layered images. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 571-574.
We introduce a technique for exploring multi-layered images by scraping arbitrary areas to determine meaningful relationships. Our system, called Wetpaint, uses perceptual depth cues to help users intuitively navigate between corresponding layers of an image, allowing a rapid assessment of changes and relationships between different views of the same area. Inspired by art diagnostic techniques, this tactile method could have distinct advantages in the general domain as shown by our user study. We propose that the physical metaphor of scraping facilitates the process of determining correlations between layers of an image because it compresses the process of planning, comparison and annotation into a single gesture. We discuss applications for geography, design, and medicine.
© All rights reserved Bonanni et al. and/or ACM Press
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Vaucelle, Cati, Ishii, Hiroshi and Paradiso, Joseph A. (2009): Cost-effective wearable sensor to detect EMF. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4309-4314.
In this paper we present the design of a cost-effective wearable sensor to detect and indicate the strength and other characteristics of the electric field emanating from a laptop display. Our Electromagnetic Field Detector Bracelet can provide an immediate awareness of electric fields radiated from an object used frequently. Our technology thus supports awareness of ambient background emanation beyond human perception. We discuss how detection of such radiation might help to "fingerprint" devices and aid in applications that require determination of indoor location.
© All rights reserved Vaucelle et al. and/or ACM Press
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Parkes, Amanda J. and Ishii, Hiroshi (2009): Kinetic sketchup: motion prototyping in the tangible design process. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 367-372.
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Bonanni, Leonardo, Vargas, Greg, Chao, Neil, Pueblo, Stephen and Ishii, Hiroshi (2009): Spime builder: a tangible interface for designing hyperlinked objects. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 263-266.
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Bonanni, Leonardo and Ishii, Hiroshi (2009): Stop-motion prototyping for tangible interfaces. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 315-316.
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Parkes, Amanda J., Kumpf, Adam and Ishii, Hiroshi (2009): Piezing: a garment harvesting energy from the natural motion of the human body. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 23-24.
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Leithinger, Daniel and Ishii, Hiroshi (2009): Relief: a scalable actuated shape display. In: Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2009. pp. 221-222.
Relief is an actuated tabletop display, which is able to render and animate three-dimensional shapes with a malleable surface. It allows users to experience and form digital models like geographical terrain in an intuitive manner. The tabletop surface is actuated by an array of 120 motorized pins, which are controlled with a low-cost, scalable platform built upon open-source hardware and software tools. Each pin can be addressed individually and senses user input like pulling and pushing.
© All rights reserved Leithinger and Ishii and/or their publisher
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Zigelbaum, Jamie, Browning, Alan, Leithinger, Daniel, Bau, Olivier and Ishii, Hiroshi (2009): g-stalt: a chirocentric, spatiotemporal, and telekinetic gestural interface. In: Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2009. pp. 261-264.
In this paper we present g-stalt, a gestural interface for interacting with video. g-stalt is built upon the g-speak spatial operating environment (SOE) from Oblong Industries. The version of g-stalt presented here is realized as a three-dimensional graphical space filled with over 60 cartoons. These cartoons can be viewed and rearranged along with their metadata using a specialized gesture set. g-stalt is designed to be chirocentric, spatiotemporal, and telekinetic.
© All rights reserved Zigelbaum et al. and/or their publisher
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Bonanni, Leonardo, Alonso, Jason, Chao, Neil, Vargas, Greg and Ishii, Hiroshi (2008): Handsaw: tangible exploration of volumetric data by direct cut-plane projection. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 251-254.
Tangible User Interfaces are well-suited to handling three-dimensional data sets by direct manipulation of real objects in space, but current interfaces can make it difficult to look inside dense volumes of information. This paper presents the Handsaw, a system that detects a virtual cut-plane projected by an outstretched hand or laser-line directly on an object or space and reveals sectional data on an adjacent display. By leaving the hands free and using a remote display, these techniques can be shared between multiple users and integrated into everyday practice. The Handsaw has been prototyped for scientific visualizations in medicine, engineering and urban design. User evaluations suggest that using a hand is more intuitive while projected light is more precise than keyboard and mouse control, and the Handsaw system has the potential to be used effectively by novices and in groups.
© All rights reserved Bonanni et al. and/or ACM Press
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Parkes, Amanda J., Raffle, Hayes Solos and Ishii, Hiroshi (2008): Topobo in the wild: longitudinal evaluations of educators appropriating a tangible interface. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 1129-1138.
What issues arise when designing and deploying tangibles for learning in long term evaluations? This paper reports on a series of studies in which the Topobo system, a 3D tangible construction kit with the ability to record and playback motion, was provided to educators and designers to use over extended periods of time in the context of their day-to-day work. Tangibles for learning -- like all educational materials -- must be evaluated in relation both to the student and the teacher, but most studies of tangibles for learning focus on the student as user. Here, we focus on the conception of the educator, and their use of the tangible interface in the absence of an inventor or HCI researcher. The results of this study identify design and pedagogical issues that arise in response to distribution of a tangible for learning in different educational environments.
© All rights reserved Parkes et al. and/or ACM Press
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Bonanni, Leonardo, Parkes, Amanda and Ishii, Hiroshi (2008): Future craft: how digital media is transforming product design. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2553-2564.
The open and collective traditions of the interaction community have created new opportunities for product designers to engage in the social issues around industrial production. This paper introduces Future Craft, a design methodology which applies emerging digital tools and processes to product design toward new objects that are socially and environmentally sustainable. We present the results of teaching the Future Craft curriculum at the MIT Media Lab including principal themes of public, local and personal design, resources, assignments and student work. Novel ethnographic methods are discussed with relevance to informing the design of physical products. We aim to create a dialogue around these themes for the product design and HCI communities.
© All rights reserved Bonanni et al. and/or ACM Press
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Zigelbaum, Jamie, Kumpf, Adam, Vazquez, Alejandro and Ishii, Hiroshi (2008): Slurp: tangibility spatiality and an eyedropper. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2565-2574.
The value of tangibility for ubiquitous computing is in its simplicity-when faced with the question of how to grasp a digital object, why not just pick it up? But this is problematic; digital media is powerful due to its extreme mutability and is therefore resistant to the constraints of static physical form. We present Slurp, a tangible interface for locative media interactions in a ubiquitous computing environment. Based on the affordances of an eyedropper, Slurp provides haptic and visual feedback while extracting and injecting pointers to digital media between physical objects and displays.
© All rights reserved Zigelbaum et al. and/or ACM Press
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Wright, Alyssa, Maes, Pattie and Ishii, Hiroshi (2008): Social resonance: balancing reputation with tangible design. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3387-3392.
New forms of tangible systems can be designed to leverage the strengths, and bridge the discrepancies, of reputation systems. This paper presents the ongoing design of a tangible reputation system, Social Resonance, that uses a wearable device to merge face-to-face interaction with online networking. Like its virtual counterparts, this system aims to make explicit the perspective of anonymous actors. Yet unlike online reputations, this system is negotiated through real-world action and signals. We present an overview of the system, including potential opportunities and related work, and conclude with future steps for analysis.
© All rights reserved Wright et al. and/or ACM Press
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Coelho, Marcelo, Ishii, Hiroshi and Maes, Pattie (2008): Surflex: a programmable surface for the design of tangible interfaces. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3429-3434.
In this paper we describe Surflex, a programmable surface for the design and visualization of physical forms. Surflex combines the physical properties of shape-memory alloy and foam to create a surface that can be electronically controlled to deform and gain new shapes. We describe implementation details, the possibilities enabled by the use of smart materials and soft mechanics in human computer interaction, as well as future applications for this technology.
© All rights reserved Coelho et al. and/or ACM Press
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Vaucelle, Cati and Ishii, Hiroshi (2008): Picture this!: film assembly using toy gestures. In: Youn, Hee Yong and Cho, We-Duke (eds.) UbiComp 2008 Ubiquitous Computing - 10th International Conference September 21-24, 2008, Seoul, Korea. pp. 350-359.
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Zigelbaum, Jamie, Chang, Angela, Gouldstone, James, Monzen, Joshua Jen and Ishii, Hiroshi (2008): SpeakCup: simplicity, BABL, and shape change. In: Schmidt, Albrecht, Gellersen, Hans-Werner, Hoven, Elise van den, Mazalek, Ali, Holleis, Paul and Villar, Nicolas (eds.) TEI 2008 - Proceedings of the 2nd International Conference on Tangible and Embedded Interaction February 18-20, 2008, Bonn, Germany. pp. 145-146.
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Ishii, Hiroshi (2008): Tangible bits: beyond pixels. In: Schmidt, Albrecht, Gellersen, Hans-Werner, Hoven, Elise van den, Mazalek, Ali, Holleis, Paul and Villar, Nicolas (eds.) TEI 2008 - Proceedings of the 2nd International Conference on Tangible and Embedded Interaction February 18-20, 2008, Bonn, Germany. .
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Chang, Angela, Gouldstone, James, Zigelbaum, Jamie and Ishii, Hiroshi (2008): Pragmatic haptics. In: Schmidt, Albrecht, Gellersen, Hans-Werner, Hoven, Elise van den, Mazalek, Ali, Holleis, Paul and Villar, Nicolas (eds.) TEI 2008 - Proceedings of the 2nd International Conference on Tangible and Embedded Interaction February 18-20, 2008, Bonn, Germany. pp. 251-254.
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Ishii, Hiroshi (2008): The tangible user interface and its evolution. In Communications of the ACM, 51 (6) pp. 32-36.
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Parkes, Amanda J., Poupyrev, Ivan and Ishii, Hiroshi (2008): Designing kinetic interactions for organic user interfaces. In Communications of the ACM, 51 (6) pp. 58-65.
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LeClerc, Vincent, Parkes, Amanda and Ishii, Hiroshi (2007): Senspectra: a computationally augmented physical modeling toolkit for sensing and visualization of structural strain. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 801-804.
We present Senspectra, a computationally augmented physical modeling toolkit designed for sensing and visualization of structural strain. Senspectra seeks to explore a new direction in computational materiality, incorporating the material quality of malleable elements of an interface into its digital control structure. The system functions as a decentralized sensor network consisting of nodes, embedded with computational capabilities and a full spectrum LED, and flexible joints. Each joint functions as an omnidirectional bend sensing mechanism to sense and communicate mechanical strain between neighboring nodes. Using Senspectra, a user incrementally assembles and refines a physical 3D model of discrete elements with a real-time visualization of structural strain. While the Senspectra infrastructure provides a flexible modular sensor network platform, its primary application derives from the need to couple physical modeling techniques utilized in architecture and design disciplines with systems for structural engineering analysis. This offers direct manipulation augmented with visual feedback for an intuitive approach to physical real-time finite element analysis, particularly for organic forms.
© All rights reserved LeClerc et al. and/or ACM Press
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Patten, James and Ishii, Hiroshi (2007): Mechanical constraints as computational constraints in tabletop tangible interfaces. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 809-818.
This paper presents a new type of human-computer interface called Pico (Physical Intervention in Computational Optimization) based on mechanical constraints that combines some of the tactile feedback and affordances of mechanical systems with the abstract computational power of modern computers. The interface is based on a tabletop interaction surface that can sense and move small objects on top of it. The positions of these physical objects represent and control parameters inside a software application, such as a system for optimizing the configuration of radio towers in a cellular telephone network. The computer autonomously attempts to optimize the network, moving the objects on the table as it changes their corresponding parameters in software. As these objects move, the user can constrain their motion with his or her hands, or many other kinds of physical objects. The interface provides ample opportunities for improvisation by allowing the user to employ a rich variety of everyday physical objects as mechanical constraints. This approach leverages the user's mechanical intuition for how objects respond to physical forces. As well, it allows the user to balance the numerical optimization performed by the computer with other goals that are difficult to quantify. Subjects in an evaluation were more effective at solving a complex spatial layout problem using this system than with either of two alternative interfaces that did not feature actuation.
© All rights reserved Patten and Ishii and/or ACM Press
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Chang, Angela, Gouldstone, James, Zigelbaum, Jamie and Ishii, Hiroshi (2007): Simplicity in interaction design. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007. pp. 135-138.
Attaining simplicity is a key challenge in interaction design. Our approach relies on a minimalist design exercise to explore the communication capacity for interaction components. This approach results in expressive design solutions, useful perspectives of interaction design and new interaction techniques.
© All rights reserved Chang et al. and/or ACM Press
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Raffle, Hayes, Vaucelle, Cati, Wang, Ruibing and Ishii, Hiroshi (2007): Jabberstamp: Embedding sound and voice in traditional drawings. In: International Conference on Computer Graphics and Interactive Techniques, ACM SIGGRAPH 2007 educators program August 05-09, 2007, San Diego, California. p. 32.
Jabberstamp is the first tool that allows children to synthesize their drawings and voices. To use Jabberstamp, children create drawings, collages or paintings on normal paper. They press a special rubber stamp onto the page to record sounds into their drawings. When children touch the marks of the stamp with a small trumpet, they can hear the sounds playback, retelling the stories they created.
© All rights reserved Raffle et al. and/or ACM Press
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Vaucelle, Cati and Ishii, Hiroshi (2007): Interfacing Video Capture, Editing and Publication in a Tangible Environment. In: Abascal, Julio, Baranauskas, Cecilia, Barbosa, Simone D. J., Junqueira, Diniz and Palanque, Philippe A. (eds.) Proc. of 11th IFIP TC 13 Int. Conf. on Human-Computer Interaction INTERACT2007 September 10-14, 2007, Rio de Janeiro. pp. 1-14.
The paper presents a novel approach to collecting, editing and performing visual and sound clips in real time. The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. It is shown how a graphical interface created for video production informs the design of a tangible environment that provides a spontaneous and collaborative approach to video creation, selection and sequencing. Iterative design process, participatory design sessions and workshop observations with 10-12 year old users from Sweden and Ireland are discussed. The limitations of interfacing video capture, editing and publication in a self-contained platform are addressed.
© All rights reserved Vaucelle and Ishii and/or Springer-Verlag
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Modlitba, Paulina, Offenhuber, Dietmar, Ting, Moses, Tsigaridi, Dido and Ishii, Hiroshi (2007): TILTle: exploring dynamic balance. In: Proceedings of DUX07 Designing for User eXperiences 2007. p. 10.
In this paper we introduce a novel tangible interface for exploring dynamic equilibria using the metaphor of a traditional balance scale. Rather than comparing and identifying physical weight, our scale can be used for contrasting digital data in different domains. We do this by assigning virtual weight to objects, which physically affects the scale. Our goal is to communicate complex comparison mechanisms, by making them visible and graspable, and expose temporality, by non-instantaneous computation results and over time changes reflected in the behavior of the scale. In this paper we present the interface and discuss the different interaction techniques possible with it.
© All rights reserved Modlitba et al. and/or ACM Press
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Ishii, Hiroshi (2007): Tangible User Interfaces. In: Sears, Andrew and Jacko, Julie A. (eds.). "The Human-Computer Interaction Handbook: Fundamentals, Evolving Technologies and Emerging Applications (2nd Edition)". Lawrence Erlbaum Associatespp. 469-487
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Modlitba, Paulina, Offenhuber, Dietmar, Ting, Moses, Tsigaridi, Dido and Ishii, Hiroshi (2007): TILTle: exploring dynamic balance. In: Koskinen, Ilpo and Keinonen, Turkka (eds.) DPPI 2007 - Proceedings of the 2007 International Conference on Designing Pleasurable Products and Interfaces August 22-25, 2007, Helsinki, Finland. pp. 466-472.
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Vaucelle, Cati and Ishii, Hiroshi (2007): Interfacing Video Capture, Editing and Publication in a Tangible Environment. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 1-14.
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Raffle, Hayes, Parkes, Amanda, Ishii, Hiroshi and Lifton, Joshua (2006): Beyond record and play: backpacks: tangible modulators for kinetic behavior. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 681-690.
Digital Manipulatives embed computation in familiar children's toys and provide means for children to design behavior. Some systems use "record and play" as a form of programming by demonstration that is intuitive and easy to learn. With others, children write symbolic programs with a GUI and download them into a toy, an approach that is conceptually extensible, but is inconsistent with the physicality of educational manipulatives. The challenge we address is to create a tangible interface that can retain the immediacy and emotional engagement of "record and play" and incorporate a mechanism for real time and direct modulation of behavior during program execution. We introduce the Backpacks, modular physical components that children can incorporate into robotic creations to modulate frequency, amplitude, phase and orientation of motion recordings. Using Backpacks, children can investigate basic kinematic principles that underly why their specific creations exhibit the specific behaviors they observe. We demonstrate that Backpacks make tangible some of the benefits of symbolic abstraction, and introduce sensors, feedback and behavior modulation to the record and play paradigm. Through our review of user studies with children ages 6-15, we argue that Backpacks extend the conceptual limits of record and play with an interface that is consistent with both the physicality of educational manipulatives and the local-global systems dynamics that are characteristic of complex robots.
© All rights reserved Raffle et al. and/or ACM Press
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Chang, Angela and Ishii, Hiroshi (2006): Sensorial interfaces. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 50-59.
Sensorial interfaces are based on augmenting existing physical objects with digital information. We propose sensorial activity theory to relate multi-sensory mappings to the context of device physicality and rituals of use. We share a design process for creating sensorial mappings, relationships between digital information and sensory information. We present and analyze some design projects: musicBottles, LumiTouch and comTouch, which illustrate the idea of sensorial interfaces. By utilizing the physical constraints of an object and creating sensorial mappings these devices offer novel ways for efficiently interacting with digital information. We believe the principal result enhances the user's sensory experience of the object. Finally, we discuss perspectives and limitations of our sensorial interface design process.
© All rights reserved Chang and Ishii and/or ACM Press
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Ishii, Hiroshi, Lee, Newton, Natkin, Stéphane and Tsushima, Katsuhide (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2006 June 14-16, 2006, Hollywood, California, USA.
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Patten, James, Recht, Ben and Ishii, Hiroshi (2006): Interaction techniques for musical performance with tabletop tangible interfaces. In: Ishii, Hiroshi, Lee, Newton, Natkin, Stéphane and Tsushima, Katsuhide (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2006 June 14-16, 2006, Hollywood, California, USA. p. 27.
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Mitásová, Helena, Mitas, Lubos, Ratti, Carlo, Ishii, Hiroshi, Alonso, Jason and Harmon, Russell S. (2006): Real-Time Landscape Model Interaction Using a Tangible Geospatial Modeling Environment. In IEEE Computer Graphics and Applications, 26 (4) pp. 55-63.
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Ryokai, Kimiko, Marti, Stefan and Ishii, Hiroshi (2005): Designing the world as your palette. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1037-1049.
"The World as your Palette" is our ongoing effort to design and develop tools to allow artists to create visual art projects with elements (specifically, the color, texture, and moving patterns) extracted directly from their personal objects and their immediate environment. Our tool called "I/O Brush" looks like a regular physical paintbrush, but contains a video camera, lights, and touch sensors. Outside of the drawing canvas, the brush can pick up colors, textures, and movements of a brushed surface. On the canvas, artists can draw with the special "ink" they just picked up from their immediate environment. We describe the evolution and development of our system, from kindergarten classrooms to an art museum, as well as the reactions of our users to the growing expressive capabilities of our brush, as an iterative design process.
© All rights reserved Ryokai et al. and/or ACM Press
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Chew, Andrea, LeClerc, Vincent, Sadi, Sajid, Tang, Aaron and Ishii, Hiroshi (2005): SPARKS. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1276-1279.
In this paper we introduce Sparks, an ambient social networking and communication facilitation interface. We developed the Sparks system as a physical alternative to existing connectedness mediator systems. While several systems are under investigation, they are limited by their confinement to the traditional display. We address this issue, in part, by collocating the visualization and the user within the physical environment of the scenario. We describe the specific aspects of the system that capitalize on both foreground and peripheral attention to facilitate communication throughout a conversation. We discuss our ongoing research where architectural surfaces are used to provide interactive layers of information related to elements present in the space, and conclude with a discussion of the benefits of the system in combining the immediacy of the physical environment with the dynamic data handling characteristics of a digital system.
© All rights reserved Chew et al. and/or ACM Press
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Ryokai, Kimiko, Marti, Stefan and Ishii, Hiroshi (2004): I/O brush: drawing with everyday objects as ink. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 303-310.
We introduce I/O Brush, a new drawing tool aimed at young children, ages four and up, to explore colors, textures, and movements found in everyday materials by "picking up" and drawing with them. I/O Brush looks like a regular physical paintbrush but has a small video camera with lights and touch sensors embedded inside. Outside of the drawing canvas, the brush can pick up color, texture, and movement of a brushed surface. On the canvas, children can draw with the special "ink" they just picked up from their immediate environment. In our preliminary study with kindergarteners, we found that children not only produced complex works of art using I/O Brush, but they also engaged in explicit talk about patterns and features available in their environment. I/O Brush invites children to explore the transformation from concrete and familiar raw material into abstract concepts about patterns of colors, textures and movements.
© All rights reserved Ryokai et al. and/or ACM Press
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Raffle, Hayes Solos, Parkes, Amanda J. and Ishii, Hiroshi (2004): Topobo: a constructive assembly system with kinetic memory. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 647-654.
We introduce Topobo, a 3D constructive assembly system embedded with kinetic memory, the ability to record and playback physical motion. Unique among modeling systems is Topobo's coincident physical input and output behaviors. By snapping together a combination of Passive (static) and Active (motorized) components, people can quickly assemble dynamic biomorphic forms like animals and skeletons with Topobo, animate those forms by pushing, pulling, and twisting them, and observe the system repeatedly play back those motions. For example, a dog can be constructed and then taught to gesture and walk by twisting its body and legs. The dog will then repeat those movements and walk repeatedly. Our evaluation of Topobo in classrooms with children ages 5-13 suggests that children develop affective relationships with Topobo creations and that their experimentation with Topobo allows them to learn about movement and animal locomotion through comparisons of their creations to their own bodies. Eighth grade science students' abilities to quickly develop various types of walking robots suggests that a tangible interface can support understanding how balance, leverage and gravity affect moving structures because the interface itself responds to the forces of nature that constrain such systems.
© All rights reserved Raffle et al. and/or ACM Press
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Ratti, Carlo, Wang, Yao, Piper, Ben, Ishii, Hiroshi and Biderman, Assaf (2004): PHOXEL-SPACE: an interface for exploring volumetric data with physical voxels. In: Proceedings of DIS04: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2004. pp. 289-296.
Three-dimensional datasets (voxel datasets), generated by different types of sensing or computer simulations, are quickly becoming crucial to various disciplines - from biomedicine to geophysics. Phoxel-Space is an interface that enables the exploration of these datasets through physical materials. It aims at overcoming the limitations of traditional planar displays by allowing users to intuitively navigate and understand complex 3-dimensional datasets. The system works by allowing the user to manipulate a freeform geometry whose surface intersects a voxel dataset. The intersected voxel values are projected back onto the surface of the physical material to reveal a non-planar section of the dataset. The paper describes how the interface can be used as a representational aid in several example application domains, overcoming many limitations of conventional planar displays.
© All rights reserved Ratti et al. and/or ACM Press
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Schkolne, Steven, Ishii, Hiroshi and Schröder, Peter (2004): Immersive Design of DNA Molecules with a Tangible Interface. In: VIS 2004 - 15th IEEE Visualization 2004 Conference 10-15 October, 2004, Austin, TX, USA. pp. 227-234.
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Ishii, Hiroshi (2003): Tangible bits: designing the seamless interface between people, bits, and atoms. In: Johnson, Lewis and Andre, Elisabeth (eds.) International Conference on Intelligent User Interfaces 2003 January 12-15, 2003, Miami, Florida, USA. p. 3.
Where the sea meets the land, life has blossomed into a myriad of unique forms in the turbulence of water, sand, and wind. At another seashore between the land of atoms and the sea of bits, we are now acing the challenge of reconciling our dual citizenships in the physical and digital worlds. Windows to the digital world are confined to flat square screens and pixels, or "painted bits." Unfortunately, one cannot feel and confirm the virtual existence of this digital information through one's body. Tangible Bits, our vision of Human Computer Interaction (HCI), seeks to realize seamless interfaces between humans, digital information, and the physical environment by giving physical form to digital information, making bits directly manipulable and perceptible. The goal is to blur the boundary between our bodies and cyberspace and to turn the architectural space into an interface between the people, bits, and atoms. In this talk, I will present a variety of tangible user interfaces the Tangible Media Group has designed and presented within the CHI, SIGGRAPH, UIST, CSCW, IDSA, ICSID, ICC, and Ars Electronica communities. Hiroshi Ishii is a tenured Associate Professor of Media Arts and Sciences, at the MIT Media Lab. His research focuses upon the design of seamless interfaces between humans, digital information, and the physical environment. At the MIT Media Lab, he founded and directs the Tangible Media Group pursuing a new vision of Human Computer Interaction (HCI): "Tangible Bits." His team seeks to change the "painted bits" of GUIs to "tangible bits" by giving physical form to digital information. He also co-directs Things That Think (TTT) Consortium at the MIT Media Lab. Ishii and his students have presented their vision of "Tangible Bits" at a variety of academic, industrial design, and artistic venues (including ACM SIGCHI, ACM SIGGRAPH, Industrial Design Society of America, and Ars Electronica), emphasizing that the development of tangible interfaces requires the rigor of both scientific and artistic review. A display of many of the groups projects took place at the NTT InterCommunication Center (ICC) in Tokyo in summer 2000. A new, two-year-long exhibition "Get in Touch" that features the Tangible Media group's work opened at Ars Electronica Center (Linz, Austria) in September 2001Prior to MIT, from 1988-1994, he led a CSCW research group at the NTT Human Interface Laboratories, where his team invented TeamWorkStation and ClearBoard. In 1993 and 1994, he was a visiting assistant professor at the University of Toronto, Canada. He received B. E. degree in electronic engineering, M. E. and Ph. D. degrees in computer engineering from Hokkaido University, Japan, in 1978, 1980 and 1992, respectively. Home page for Hiroshi Ishii: .
© All rights reserved Ishii and/or ACM Press
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Ishii, Hiroshi, Kobayashi, T., Fujino, H., Nishimura, Y., Shimoda, H., Yoshikawa, H., Wei, W. and Terashita, N. (2003): Development of an Education System for Surface Mount Work of a Printed Circuit Board. In: Proceedings of the Tenth International Conference on Human-Computer Interaction 2003. pp. 929-933.
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Nagamatsu, T., Ohtuji, T., Ishii, Hiroshi, Shimoda, H., Yoshikawa, H. and Wei, W. (2003): Information Support for Annual Maintenance with Wearable Device. In: Proceedings of the Tenth International Conference on Human-Computer Interaction 2003. pp. 1253-1257.
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Ullmer, Brygg, Ishii, Hiroshi and Jacob, Robert J. K. (2003): Tangible Query Interfaces: Physically Constrained Tokens for Manipulating Database Queries. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 279.
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Ullmer, Brygg, Ishii, Hiroshi and Jacob, Robert J. K. (2003): Tangible Query Interfaces: Physically Constrained Tokens for Manipulating Database Queries. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 1004?.
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Kobayashi, Kazue, Hirano, Mitsunori, Narita, Atsunobu and Ishii, Hiroshi (2003): IP Network Designer: Interface for IP Network Simulation. In: 2003 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2003 7-10 October, 2003, Tokyo, Japan. pp. 327-327.
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Jacob, Robert J. K., Ishii, Hiroshi, Pangaro, Gian and Patten, James (2002): A tangible interface for organizing information using a grid. In: Terveen, Loren (ed.) Proceedings of the ACM CHI 2002 Conference on Human Factors in Computing Systems Conference April 20-25, 2002, Minneapolis, Minnesota. pp. 339-346.
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Piper, Ben, Ratti, Carlo and Ishii, Hiroshi (2002): Illuminating clay: a 3-D tangible interface for landscape analysis. In: Terveen, Loren (ed.) Proceedings of the ACM CHI 2002 Conference on Human Factors in Computing Systems Conference April 20-25, 2002, Minneapolis, Minnesota. pp. 355-362.
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Pangaro, Gian, Maynes-Aminzade, Dan and Ishii, Hiroshi (2002): The actuated workbench: computer-controlled actuation in tabletop tangible interfaces. In: Beaudouin-Lafon, Michel (ed.) Proceedings of the 15th annual ACM symposium on User interface software and technology October 27-30, 2002, Paris, France. pp. 181-190.
The Actuated Workbench is a device that uses magnetic forces to move objects
on a table in two dimensions. It is intended for use with existing tabletop
tangible interfaces, providing an additional feedback loop for computer output,
and helping to resolve inconsistencies that otherwise arise from the computer's
inability to move objects on the table. We describe the Actuated Workbench in
detail as an enabling technology, and then propose several applications in
which this technology could be useful.
© All rights reserved Pangaro et al. and/or ACM Press
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Chang, Angela, O'Modhrain, Sile, Jacob, Robert J. K., Gunther, Eric and Ishii, Hiroshi (2002): ComTouch: design of a vibrotactile communication device. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 312-320.
We describe the design of ComTouch, a device that augments remote voice communication with touch, by converting hand pressure into vibrational intensity between users in real-time. The goal of this work is to enrich inter-personal communication by complementing voice with a tactile channel. We present preliminary user studies performed on 24 people to observe possible uses of the tactile channel when used in conjunction with audio. By recording and examining both audio and tactile data, we found strong relationships between the two communication channels. Our studies show that users developed an encoding system similar to that of Morse code, as well as three original uses: emphasis, mimicry, and turn-taking. We demonstrate the potential of the tactile channel to enhance the existing voice communication channel.
© All rights reserved Chang et al. and/or ACM Press
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Ishii, Hiroshi (2002): Tangible Bits: Designing the Seamless Interface between People, Bits, and Atoms. In: 2002 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2002 30 September-1 October, 2002, Darmstadt, Germany. pp. 199-.
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Ishii, Hiroshi, Ben-Joseph, Eran, Underkoffler, John, Yeung, Luke, Chak, Dan, Kanji, Zahra and Piper, Ben (2002): Augmented Urban Planning Workbench: Overlaying Drawings, Physical Models and Digital Simulation. In: 2002 IEEE and ACM International Symposium on Mixed and Augmented Reality ISMAR 2002 30 September-1 October, 2002, Darmstadt, Germany. pp. 203-.
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Mazalek, Ali, Davenport, Glorianna and Ishii, Hiroshi (2002): Tangible viewpoints: a physical approach to multimedia stories. In: ACM Multimedia 2002 2002. pp. 153-160.
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Patten, James, Ishii, Hiroshi, Hines, Jim and Pangaro, Gian (2001): Sensetable: A Wireless Object Tracking Platform for Tangible User Interfaces. In: Beaudouin-Lafon, Michel and Jacob, Robert J. K. (eds.) Proceedings of the ACM CHI 2001 Human Factors in Computing Systems Conference March 31 - April 5, 2001, Seattle, Washington, USA. pp. 253-260.
In this paper we present a system that electromagnetically tracks the positions and orientations of multiple wireless objects on a tabletop display surface. The system offers two types of improvements over existing tracking approaches such as computer vision. First, the system tracks objects quickly and accurately without susceptibility to occlusion or changes in lighting conditions. Second, the tracked objects have state that can be modified by attaching physical dials and modifiers. The system can detect these changes in real-time. We present several new interaction techniques developed in the context of this system. Finally, we present two applications of the system: chemistry and system dynamics simulation.
© All rights reserved Patten et al. and/or ACM Press
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Wu, W., Nakagawa, T., Ishii, Hiroshi and Yoshikawa, H. (2001): Virtual Collaborator as Personified Interface Agent for Visualizing Plant Operator's Cognitive Behavior in NPP Plant Control Room. In: Proceedings of the Ninth International Conference on Human-Computer Interaction 2001. pp. 708-712.
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Ishii, Hiroshi, Sharyo, K., Komaki, D. and Yoshikawa, H. (2001): A System for Synthesizing Human Motion in Virtual Environment. In: Proceedings of the Ninth International Conference on Human-Computer Interaction 2001. pp. 713-717.
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Yamamoto, M., Osaka, Y., Nagamatsu, T., Ishii, Hiroshi and Yoshikawa, H. (2001): Open Simulator: Architecture for Simulating Networked Virtual Environment by Utilizing Online Resources. In: Proceedings of the Ninth International Conference on Human-Computer Interaction 2001. pp. 723-727.
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Ullmer, Brygg and Ishii, Hiroshi (2001): Emerging Frameworks for Tangible User Interfaces. In: Carroll, John M. (ed.). "Human-Computer Interaction in the New Millennium". Addison-Wesley Publishingpp. 579-601
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Frei, Phil, Su, Victor, Mikhak, Bakhtiar and Ishii, Hiroshi (2000): curlybot: Designing a New Class of Computational Toys. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 129-136.
We introduce an educational toy, called curlybot, as the basis for a new class of toys aimed at children in their early stages of development -- ages four and up. curlybot is an autonomous two-wheeled vehicle with embedded electronics that can record how it has been moved on any flat surface and then play back that motion accurately and repeatedly. Children can use curlybot to develop intuitions for advanced mathematical and computational concepts, like differential geometry, through play away from a traditional computer. In our preliminary studies, we found that children learn to use curlybot quickly. They readily establish an affective and body syntonic connection with curlybot, because of its ability to remember all of the intricacies of their original gesture; every pause, acceleration, and even the shaking in their hand is recorded. Programming by example in this context makes the educational ideas implicit in the design of curlybot accessible to young children.
© All rights reserved Frei et al. and/or ACM Press
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Lee, Jay, Su, Victor, Ren, Sandia and Ishii, Hiroshi (2000): HandSCAPE: A Vectorizing Tape Measure for On-Site Measuring Applications. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 137-144.
We introduce HandSCAPE, an orientation-aware digital tape measure, as an input device for digitizing field measurements, and visualizing the volume of the resulting vectors with computer graphics. Using embedded orientation-sensing hardware, HandSCAPE captures relevant vectors on each linear measurements and transmits this data wirelessly to a remote computer in real-time. To guide us in design, we have closely studied the intended users, their tasks, and the physical workplaces to extract the needs from real worlds. In this paper, we first describe the potential utility of HandSCAPE for three on-site application areas: archeological surveys, interior design, and storage space allocation. We then describe the overall system which includes orientation sensing, vector calculation, and primitive modeling. With exploratory usage results, we conclude our paper for interface design issues and future developments.
© All rights reserved Lee et al. and/or ACM Press
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Ishii, Hiroshi (2000): Tangible Bits: Designing the Boundary between People Bits and Atoms. In: Proceedings of Graphics Interface 2000 May 15-17, 2000, Montreal, Quebec, Canada. pp. 1-2.
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Patten, James and Ishii, Hiroshi (2000): A comparison of spatial organization strategies in graphical and tangible user interfaces. In: Designing Augmented Reality Environments 2000 2000. pp. 41-50.
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Yarin, Paul and Ishii, Hiroshi (1999): TouchCounters: Designing Interactive Electronic Labels for Physical Containers. In: Altom, Mark W. and Williams, Marian G. (eds.) Proceedings of the ACM CHI 99 Human Factors in Computing Systems Conference May 15-20, 1999, Pittsburgh, Pennsylvania. pp. 362-369.
We present TouchCounters, an integrated system of electronic modules, physical storage containers, and shelving surfaces for the support of collaborative physical work. Through physical sensors and local displays, TouchCounters record and display usage history information upon physical storage containers, thus allowing access to this information during the performance of real-world tasks. A distributed communications network allows this data to be exchanged with a server, such that users can access this information from remote locations as well. Based upon prior work in ubiquitous computing and tangible interfaces, TouchCounters incorporate new techniques, including usage history tracking for physical objects and multi-display visualization. This paper describes the components, interactions, implementation, and conceptual approach of the TouchCounters system.
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Underkoffler, John and Ishii, Hiroshi (1999): Urp: A Luminous-Tangible Workbench for Urban Planning and Design. In: Altom, Mark W. and Williams, Marian G. (eds.) Proceedings of the ACM CHI 99 Human Factors in Computing Systems Conference May 15-20, 1999, Pittsburgh, Pennsylvania. pp. 386-393.
We introduce a system for urban planning -- called Urp -- that integrates functions addressing a broad range of the field's concerns into a single, physically based workbench setting. The I/O Bulb infrastructure on which the application is based allows physical architectural models placed on an ordinary table surface to cast shadows accurate for arbitrary times of day; to throw reflections off glass facade surfaces; to affect a real-time and visually coincident simulation of pedestrian-level windflow; and so on. We then use comparisons among Urp and several earlier I/O Bulb applications as the basis for an understanding of luminous-tangible interactions, which result whenever an interface distributes meaning and functionality between physical objects and visual information projectively coupled to those objects. Finally, we briefly discuss two issues common to all such systems, offering them as informal thought-tools for the design and analysis of luminous-tangible interfaces.
© All rights reserved Underkoffler and Ishii and/or ACM Press
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Ishii, Hiroshi, Wisneski, Craig, Orbanes, Julian, Chun, Ben and Paradiso, Joe (1999): PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative Play. In: Altom, Mark W. and Williams, Marian G. (eds.) Proceedings of the ACM CHI 99 Human Factors in Computing Systems Conference May 15-20, 1999, Pittsburgh, Pennsylvania. pp. 394-401.
This paper introduces a novel interface for digitally-augmented cooperative play. We present the concept of the "athletic-tangible interface," a new class of interaction which uses tangible objects and full-body motion in physical spaces with digital augmentation. We detail the implementation of PingPongPlus, a "reactive ping-pong table", which features a novel sound-based ball tracking technology. The game is augmented and transformed with dynamic graphics and sound, determined by the position of impact, and the rhythm and style of play. A variety of different modes of play and initial experiences with PingPongPlus are also described.
© All rights reserved Ishii et al. and/or ACM Press
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Ishii, Hiroshi, Tezuka, T. and Yoshikawa, H. (1999): User-interface design of the support system for constructing virtual environment. In: 1999. pp. 1182-1186.
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Ishii, Hiroshi (1998): Reflections: "The Last Farewell": Traces of Physical Presence. In Interactions, 5 (4) pp. 56-ff.
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Gorbet, Matthew G., Orth, Maggie and Ishii, Hiroshi (1998): Triangles: Tangible Interface for Manipulation and Exploration of Digital Information Topography. In: Karat, Clare-Marie, Lund, Arnold, Coutaz, Joëlle and Karat, John (eds.) Proceedings of the ACM CHI 98 Human Factors in Computing Systems Conference April 18-23, 1998, Los Angeles, California. pp. 49-56.
This paper presents a system for interacting with digital information, called Triangles. The Triangles system is a physical/digital construction kit, which allows users to use two hands to grasp and manipulate complex digital information. The kit consists of a set of identical flat, plastic triangles, each with a microprocessor inside and magnetic edge connectors. The connectors enable the Triangles to be physically connected to each other and provide tactile feedback of these connections. The connectors also pass electricity, allowing the Triangles to communicate digital information to each other and to a desktop computer. When the pieces contact one another, specific connection information is sent back to a computer that keeps track of the configuration of the system. Specific two and three-dimensional configurations of the pieces can trigger application events. The Triangles system provides a physical embodiment of digital information topography. The individual tiles have a simple geometric form which does not inherit the semantics of everyday physical objects. Their shape, size, and connectors encourage rapid rearrangement and exploration of groups of Triangles. The infinitely reconfigurable 2D and 3D topographies of the Triangles system create a new language for tangible interface.
© All rights reserved Gorbet et al. and/or ACM Press
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Underkoffler, John and Ishii, Hiroshi (1998): Illuminating Light: An Optical Design Tool with a Luminous-Tangible Interface. In: Karat, Clare-Marie, Lund, Arnold, Coutaz, Joëlle and Karat, John (eds.) Proceedings of the ACM CHI 98 Human Factors in Computing Systems Conference April 18-23, 1998, Los Angeles, California. pp. 542-549.
We describe a novel system for rapid prototyping of laser-based optical and holographic layouts. Users of this optical prototyping tool -- called the Illuminating Light system -- move physical representations of various optical elements about a workspace, while the system tracks these components and projects back onto the workspace surface the simulated propagation of laser light through the evolving layout. This application is built atop the Luminous Room infrastructure, an aggregate of interlinked, computer-controlled projector-camera units called I/O Bulbs. Philosophically, the work embodies the emerging ideas of the Luminous Room and builds on the notions of 'graspable media'. We briefly introduce the I/O Bulb and Luminous Room concepts and discuss their current implementations. After an overview of the optical domain that the Illuminating Light system is designed to address, we present the overall system design and implementation, including that of an intermediary toolkit called voodoo which provides a general facility for object identification and tracking.
© All rights reserved Underkoffler and Ishii and/or ACM Press
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Brave, Scott, Ishii, Hiroshi and Dahley, Andrew (1998): Tangible Interfaces for Remote Collaboration and Communication. In: Poltrock, Steven and Grudin, Jonathan (eds.) Proceedings of the 1998 ACM conference on Computer supported cooperative work November 14 - 18, 1998, Seattle, Washington, United States. pp. 169-178.
Current systems for real-time distributed CSCW are largely rooted in traditional GUI-based groupware and voice/video conferencing methodologies. In these approaches, interactions are limited to visual and auditory media, and shared environments are confined to the digital world. This paper presents a new approach to enhance remote collaboration and communication, based on the idea of Tangible Interfaces, which places a greater emphasis on touch and physicality. The approach is grounded in a concept called Synchronized Distributed Physical Objects, which employs telemanipulation technology to create the illusion that distant users are interacting with shared physical objects. We describe two applications of this approach: PSyBench, a physical shared workspace, and inTouch, a device for haptic interpersonal communication.
© All rights reserved Brave et al. and/or ACM Press
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Streitz, Norbert A., Hartkopf, Volker, Ishii, Hiroshi, Kaplan, Simon M. and Moran, Thomas P. (1998): Cooperative Buildings: Integrating Information, Organization, & Architecture. In: Poltrock, Steven and Grudin, Jonathan (eds.) Proceedings of the 1998 ACM conference on Computer supported cooperative work November 14 - 18, 1998, Seattle, Washington, United States. pp. 411-413.
Future work, cooperation, and organizations will be characterized by greater dynamics, flexibility and mobility. Realizing this goal has profound implications for information and communication technology as well as architecture because virtual and physical spaces have to be designed in an integrated fashion to provide equally flexible cooperative work environments. We will outline a challenging generation of new problems and issues which are likely to shape future CSCW and building research.
© All rights reserved Streitz et al. and/or ACM Press
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Ishii, Hiroshi (1998): Tangible Bits: Beyond Graphical User Interface (Abstract). In: Third Asian Pacific Computer and Human Interaction July 15-17, 1998, Kangawa, Japan. .
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Ishii, Hiroshi and Ullmer, Brygg (1997): Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms. In: Pemberton, Steven (ed.) Proceedings of the ACM CHI 97 Human Factors in Computing Systems Conference March 22-27, 1997, Atlanta, Georgia. pp. 234-241.
This paper presents our vision of Human Computer Interaction (HCI): "Tangible Bits." Tangible Bits allows users to "grasp&manipulate" bits in the center of users' attention by coupling the bits with everyday physical objects and architectural surfaces. Tangible Bits also enables users to be aware of background bits at the periphery of human perception using ambient display media such as light, sound, airflow, and water movement in an augmented space. The goal of Tangible Bits is to bridge the gaps between both cyberspace and the physical environment, as well as the foreground and background of human activities. This paper describes three key concepts of Tangible Bits: interactive surfaces; the coupling of bits with graspable physical objects; and ambient media for background awareness. We illustrate these concepts with three prototype systems -- the metaDESK, transBOARD and ambientROOM -- to identify underlying research issues.
© All rights reserved Ishii and Ullmer and/or ACM Press
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Ullmer, Brygg and Ishii, Hiroshi (1997): The MetaDESK: Models and Prototypes for Tangible User Interfaces. In: Robertson, George G. and Schmandt, Chris (eds.) Proceedings of the 10th annual ACM symposium on User interface software and technology October 14 - 17, 1997, Banff, Alberta, Canada. pp. 223-232.
The metaDESK is a user interface platform demonstrating new interaction techniques we call "tangible user interfaces." We explore the physical instantiation of interface elements from the graphical user interface paradigm, giving physical form to windows, icons, handles, menus, and controls. The design and implementation of the metaDESK display, sensor, and software architectures is discussed. A prototype application driving an interaction with geographical space, Tangible Geospace, is presented to demonstrate these concepts.
© All rights reserved Ullmer and Ishii and/or ACM Press
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Harrison, Beverly L., Ishii, Hiroshi, Vicente, Kim J. and Buxton, Bill (1995): Transparent Layered User Interfaces: An Evaluation of a Display Design to Enhance Focused and Divided Attention. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 317-324.
This paper describes a new research program investigating graphical user interfaces from an attentional perspective (as opposed to a more traditional visual perception approach). The central research issue is how we can better support both focusing attention on a single interface object (without distraction from other objects) and dividing or time sharing attention between multiple objects (to preserve context or global awareness). This attentional trade-off seems to be a central but as yet comparatively ignored issue in many interface designs. To this end, this paper proposes a framework for classifying and evaluating user interfaces with semi-transparent windows, menus, dialogue boxes, screens, or other objects. Semi-transparency fits into a more general proposed display design space of "layered" interface objects. We outline the design space, task space, and attentional issues which motivated our research. Our investigation is comprised of both empirical evaluation and more realistic application usage. This paper reports on the empirical results and summarizes some of the application findings.
© All rights reserved Harrison et al. and/or ACM Press
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Fitzmaurice, George W., Ishii, Hiroshi and Buxton, Bill (1995): Bricks: Laying the Foundations for Graspable User Interfaces. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 442-449.
We introduce the concept of Graspable User Interfaces that allow direct control of electronic or virtual objects through physical handles for control. These physical artifacts, which we call "bricks," are essentially new input devices that can be tightly coupled or "attached" to virtual objects for manipulation or for expressing action (e.g., to set parameters or for initiating processes). Our bricks operate on top of a large horizontal display surface known as the "ActiveDesk." We present four stages in the development of Graspable UIs: (1) a series of exploratory studies on hand gestures and grasping; (2) interaction simulations using mock-ups and rapid prototyping tools; (3) a working prototype and sample application called GraspDraw; and (4) the initial integrating of the Graspable UI concepts into a commercial application. Finally, we conclude by presenting a design space for Bricks which lay the foundation for further exploring and developing Graspable User Interfaces.
© All rights reserved Fitzmaurice et al. and/or ACM Press
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Fitzmaurice, George W., Ishii, Hiroshi and Buxton, Bill (1995): Bricks: Laying the Foundations for Graspable User Interfaces. In: Proceedings of ACM SIGCHI May, 1995. pp. 442-449.
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Ishii, Hiroshi, Kobayashi, Minoru and Arita, Kazuho (1994): Iterative Design of Seamless Collaboration Media. In Communications of the ACM, 37 (8) pp. 83-97.
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Ishii, Hiroshi, Arita, Kazuho and Yagi, Takashi (1993): Beyond Videophones: TeamWorkStation-2 for Narrowband ISDN. In: Michelis, Giorgio De, Simone, Carla and Schmidt, Kjeld (eds.) ECSCW 93 - Proceedings of the Third European Conference on Computer Supported Cooperative Work 1993. pp. 325-340.
TeamWorkStation-2 (TWS-2) is introduced to connect two sites with a desktop overlay service using narrowband ISDN (N-ISDN) and the CCITT H.261 standard. Based on the experience gained with TWS-1 use within NTT, we radically simplified the system architecture of TWS-2. Experimental sessions confirmed that TWS-2 is useful for freehand drawing and gesture-intensive design sessions even with the basic rate interface (2B+D). Video delay and jerkiness did not prevent users from concentrating on their task. We are convinced that TWS-2 has a big advantage over ordinary videophones as a narrowband ISDN service.
© All rights reserved Ishii et al. and/or Kluwer
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Ishii, Hiroshi, Kobayashi, Minuro and Grudin, Jonathan (1993): Integration of Interpersonal Space and Shared Workspace: ClearBoard Design and Experiments. In ACM Transactions on Information Systems, 11 (4) pp. 349-375.
We describe the evolution of the novel shared drawing medium ClearBoard which was designed to seamlessly integrate an interpersonal space and a shared workspace. ClearBoard permits coworkers in two locations to draw with color markers or with electronic pens and software tools while maintaining direct eye contact and the ability to employ natural gestures. The ClearBoard design is based on the key metaphor of "talking through and drawing on a transparent glass window." We describe the evolution from ClearBoard-1 (which enables shared video drawing) to ClearBoard-2 (which incorporates TeamPaint, a multiuser paint editor). Initial observations and findings gained through the experimental use of the prototype, including the feature of "gaze awareness," are discussed. Further experiments are conducted with ClearBoard-0 (a simple mockup), ClearBoard-1, and an actual desktop as a control. In the settings we examined, the ClearBoard environment led to more eye contact and potential awareness of collaborator's gaze direction over the traditional desktop environment.
© All rights reserved Ishii et al. and/or ACM Press
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Ishii, Hiroshi and Kobayashi, Minuro (1992): ClearBoard: A Seamless Medium for Shared Drawing and Conversation with Eye Contact. In: Bauersfeld, Penny, Bennett, John and Lynch, Gene (eds.) Proceedings of the ACM CHI 92 Human Factors in Computing Systems Conference June 3-7, 1992, Monterey, California. pp. 525-532.
This paper introduces a novel shared drawing medium called ClearBoard. It realizes (1) a seamless shared drawing space and (2) eye contact to support realtime and remote collaboration by two users. We devised the key metaphor: "talking through and drawing on a transparent glass window" to design ClearBoard. A prototype of ClearBoard is implemented based on the "Drafter-Mirror" architecture. This paper first reviews previous work on shared drawing support to clarify the design goals. We then examine three metaphors that fulfill these goals. The design requirements and the two possible system architectures of ClearBoard are described. Finally, some findings gained through the experimental use of the prototype, including the feature of "gaze awareness", are discussed.
© All rights reserved Ishii and Kobayashi and/or ACM Press
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Ishii, Hiroshi, Kobayashi, Makoto and Grudin, Jonathan (1992): Integration of Inter-Personal Space and Shared Workspace: ClearBoard Design and Experiments. In: Proceedings of the 1992 ACM conference on Computer-supported cooperative work November 01 - 04, 1992, Toronto, Ontario, Canada. pp. 33-42.
This paper describes the evolution of a novel shared drawing medium that permits co-workers in two different locations to draw with color markers or with electronic pens and software tools while maintaining direct eye contact and the ability to employ natural gestures. We describe the evolution from ClearBoard-1 (based on a video drawing technique) to ClearBoard-2 (which incorporates TeamPaint, a multi-user paint editor). Initial observations based on use and experimentation are reported. Further experiments are conducted with ClearBoard-0 (a simple mockup), with ClearBoard-1, and with an actual desktop as a control. These experiments verify the increase of eye contact and awareness of collaborator's gaze direction in ClearBoard environments where workspace and co-worker images compete for attention.
© All rights reserved Ishii et al. and/or ACM Press
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Ishii, Hiroshi and Arita, Kazuho (1991): ClearFace: Translucent Multiuser Interface for TeamWorkStation. In: Bannon, Liam, Robinson, Mike and Schmidt, Kjeld (eds.) ECSCW 91 - Proceedings of the Second European Conference on Computer-Supported Cooperative Work 1991. .
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Streitz, Norbert A., Halasz, Frank, Ishii, Hiroshi, Malone, Thomas W., Neuwirth, Chris and Olson, Gary M. (1991): The Role of Hypertext for CSCW Applications. In: Walker, Jan (ed.) Proceedings of ACM Hypertext 91 Conference December 15-18, 1991, San Antonio, Texas. pp. 369-377.
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Ishii, Hiroshi and Arita, Kazuho (1991): ClearFace: Translucent Multiuser Interface for TeamWorkStation. In ACM SIGCHI Bulletin, 23 (4) pp. 67-68.
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Ishii, Hiroshi and Miyake, Naomi (1991): Toward an Open Shared Workspace: Computer and Video Fusion Approach of Teamworkstation. In Communications of the ACM, 34 (12) pp. 36-50.
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Ishii, Hiroshi (1990): TeamWorkStation: Towards a Seamless Shared Workspace. In: Halasz, Frank (ed.) Proceedings of the 1990 ACM conference on Computer-supported cooperative work October 07 - 10, 1990, Los Angeles, California, United States. pp. 13-26.
This paper introduces TeamWorkStation (TWS), a new desktop real-time shared workspace characterized by reduced cognitive seams. TWS integrates two existing kinds of individual workspaces, computers and desktops, to create a virtual shared workspace. The key ideas are the overlay of individual workspace images in a virtual shared workspace and the creation of a shared drawing surface. Because each co-worker can continue to use his/her favorite application programs or manual tools in the virtual shared workspace, the cognitive discontinuity (seam) between the individual and shared workspaces is greatly reduced, and users can shuttle smoothly between these two workspaces. This paper discusses where the seams exist in the current CSCW environment to clarify the issue of shared workspace design. The new technique of fusing individual workspaces is introduced. The application of TWS to the remote teaching of calligraphy is presented to show its potential. The prototype system is described and compared with other comparable approaches.
© All rights reserved Ishii and/or ACM Press
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Endo, Takaya and Ishii, Hiroshi (1990): NTT Human Interface Laboratories. In: Carrasco, Jane and Whiteside, John (eds.) Proceedings of the ACM CHI 90 Human Factors in Computing Systems Conference 1990, Seattle, Washington,USA. pp. 81-82.
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Ohkubo, Masaaki and Ishii, Hiroshi (1990): Design and Implementation of a Shared Workspace by Integrating Individual Workspaces. In: Lochovsky, Frederick H. and Allen, Robert (eds.) Proceedings of the Conference on Office Information Systems 1990 April 25-27, 1990, Cambridge, Massachusetts, USA. pp. 142-146.
This paper proposes "TeamWorkStation" (TWS) as an approach to an effective shared workspace for the support of remote collaboration. There are three key design objectives in TWS: integration of virtual and actual workspaces, a simultaneously-accessible shared drawing surface, and smooth transition between individual workspaces and a shared workspace. To achieve these objectives, images of computers and/or paper are overlayed so that information and images from both are effectively combined and distributed to the group members.
© All rights reserved Ohkubo and Ishii and/or ACM Press
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