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Nadia Cheng

 

Publications by Nadia Cheng (bibliography)

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2012
 
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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. Available online

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

2011
 
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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. Available online

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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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. Available online

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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