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Rehmi Post


Publications by Rehmi Post (bibliography)

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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. http://dx.doi.org/10.1145/2047196.2047239

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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Ju, Wendy, Bonanni, Leonardo, Fletcher, Richard, Hurwitz, Rebecca, Judd, Tilke, Post, Rehmi, Reynolds, Matthew and Yoon, Jennifer (2002): Origami Desk: integrating technological innovation and human-centric design. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 399-405. http://doi.acm.org/10.1145/778712.778770

In this paper, we present a case study of an interaction design exhibit, Origami Desk. This system integrates multi-modal interaction technologies and techniques in new ways to instruct users in folding origami paper into boxes and cranes. Origami Desk uses projected video clips to show users how folds should be made, projected animations to directly map instructions onto the users' paper, electric field sensing to detect touch inputs on the desk surface, and swept-frequency sensors to detect the papers folds. More importantly, the Origami Desk project incorporated numerous aspects of design -- hardware design, installation design, interface design, graphic design, sensor design, software design, content design -- into an interactive experience aimed at making the user forget about the technology altogether. This foray into teaching users physical and spatial activities led us to rethink the physical layout of the computer, and to invent inputs that were more spatial and implicitly, rather than verbal or graphical and explicit. The multidisciplinary process, human-centric design considerations and technical implementation details described in this case study may greatly inform future interactive environment applications where physical and digital worlds must be integrated to assist users in creative spatial tasks. In addition, the experience of deploying the exhibit into actual public spaces led us to examine issues of design for assembly and on-going maintenance in the context of interactive environments.

© All rights reserved Ju et al. and/or ACM Press

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