Slurp

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Slurp

  1. 1. Slurp: Tangibility, Spatiality, and an Eyedropper Jamie Zigelbaum MIT Media Lab 20 Ames St. Cambridge, Mass. 02139 USA [email_address] Adam Kumpf MIT Media Lab 20 Ames St. Cambridge, Mass. 02139 USA [email_address] Alejandro Vazquez MIT 471 Memorial Dr. Cambridge, Mass. 02139 USA [email_address] Hiroshi Ishii MIT Media Lab 20 Ames St. Cambridge, Mass. 02139 USA [email_address]
  2. 2. Abstract <ul><li>The value of tangibility for ubiquitous computing is in its simplicity–when faced </li></ul><ul><li>with the question of how to grasp a digital object </li></ul><ul><li>可觸知的遍布運算的價值在它的便利當面對如何掌握數位物體的問題 </li></ul><ul><li>We present Slurp, a tangible interface for locative media interactions in a ubiquitous </li></ul><ul><li>computing environment. Based on the affordances of an eyedropper, Slurp provides </li></ul><ul><li>haptic and visual feedback while extracting and injecting pointers to digital media between </li></ul><ul><li>physical objects and displays </li></ul><ul><li>我們提出 Slurp, 地點媒體互動的一個可觸知界面在遍布運算環境中 . 根據點眼藥器供應 , Slurp 提供 </li></ul><ul><li>觸覺和視覺的回饋當提取和注射到數位媒體在實際物體和顯示之間 </li></ul>
  3. 3. Tangible Interfaces and Abstract Digital Media <ul><li>A central question in this work is how to use physical affordances, metaphor, and </li></ul><ul><li>spatiality to bridge the intermediary space between the graphical world and the </li></ul><ul><li>physical world. </li></ul><ul><li>主要的問題在這個工作是如何使用物體的提供性、譬喻和空間性去跨接圖像世界和物理世界之間的介面 </li></ul>3. The use of metaphor in HCI, though not necessarily intuitive, canserve to inform users by building on existing schemas (collections of generic properties of a concept or category) making “it easier for you to learn a new concept by tying it to a concept that you already know” [7]. 使用 HCI 譬喻儘管不一定直覺 , 它通知使用者建立於存在的概要 ( 收集一般性的概念或種類 ) 形成 ” 容易你去學習新的概念透過你已經熟知的概念” <ul><li>The widgets common to GUI desktop environments are not necessarily suitable </li></ul><ul><li>for extension into physical space, nor are the metaphors that they rely on. The use </li></ul><ul><li>of metaphor in human-computer interaction (HCI) has been widely noted by researchers </li></ul><ul><li>工具共同的 GUI 桌面環境不一定適合延伸到物理空間 , 也不是他們依賴的譬喻 . 使用人與電腦互動 (HCI) 的譬喻 </li></ul><ul><li>被研究員廣泛注意 了 </li></ul>
  4. 4. Liquid Metaphor <ul><li>In confronting the problems of how to touch digital media we must chose methods </li></ul><ul><li> to physicalize that media, this is particularly challenging when considering abstractdigital </li></ul><ul><li>objects. Haptics has proven an exciting field for this end [20] as has the use of tangible </li></ul><ul><li>interaction and physical metaphor. One approach is to treat abstract digital media as water. </li></ul><ul><li>Water, like some digital objects, is difficult to manipulate with bare hands. We can splash it </li></ul><ul><li>around, but we need specialized tools to perform precise operations with it. </li></ul><ul><li>在面對如何去接觸數位媒體的問題時我們必需選擇物理的媒體 , 這是特別的挑戰當考慮到抽象數位物體 ,Haptics 在最後 </li></ul><ul><li>證明這個興奮的領域當使用可觸知互動和物理的譬喻時 . 一種態度是表現數位媒體像水 , 像某些數位物體是很難空手操 </li></ul><ul><li>作的 . 我們可以濺開它的周圍 ( 嬉水 ), 但我們需要專業的工具執行正確的操作 . </li></ul>
  5. 5. Abstract Digital Media <ul><li>Digital objects with spatial properties (such as building models in CAD software , </li></ul><ul><li>molecules , or geographic maps ) lend themselves to physical form. Abstract digital </li></ul><ul><li>media is difficult to embody tangibly and is therefore usually confined to screen-based </li></ul><ul><li> interaction techniques, such as GUIs. </li></ul><ul><li>數位物體和空間性質 ( 就像建立模型在 CAD 軟體中一樣 , 分子 , 或地理學的地圖 ) 借著他們自己的物理形式 . </li></ul><ul><li>抽象數位媒體是很難去實現可觸知並通常被限制在螢幕基本的互動技術 , 就像 GUI 一樣 . </li></ul><ul><li>More abstract digital objects (such as music, video, text, or data sets) can benefit from </li></ul><ul><li>association with physical form through the use of containers and tools as defined in [8]. </li></ul><ul><li>In the musicBottles interface [10], glass bottles are used to contain sound, in one scenario </li></ul><ul><li>three bottles are used, each linked to a musician in a three-piece jazz ensemble. Open one </li></ul><ul><li>bottle and you hear the drummer, open another and the pianist joins in. In the Tangible Query </li></ul><ul><li>Interface [24] wheels, pads, and racks are used as tools for parametric viewing of a data set. </li></ul><ul><li>更多抽象數位物件 ( 像音樂 , 影音 , 文字或資料集合 ) 可能有益於交際與物理形式透過使用容器和工具去定義 . </li></ul><ul><li>在 music Bottles 界面 , 玻璃瓶被使用在容納聲音 , 在一個情境三個瓶子被使用 , 每一個被連結到一個樂師在一個三個分部的 </li></ul><ul><li>爵士合奏中 . 打開一個瓶子你可以聽到鼓手 , 打開另一個鋼琴家加入 . 在可觸知的界面旋轉墊子和機架被使用作為工具作為 </li></ul><ul><li>收集參數觀察的工具 </li></ul>
  6. 6. Abstract Digital Media <ul><li>A problem with physical interface treatments of abstract digital information is that the </li></ul><ul><li>mappings between digital and physical objects lack the tight coupling and affordances </li></ul><ul><li>found in the use of phicons or tokens [11]. </li></ul><ul><li>一個問題隨著實體介面處理抽象數位資訊是計畫在數位和實體物件間缺少使用和供應找到緊密的連結或象徵 . </li></ul><ul><li>We have tried to mitigate this issue by using haptic feedback in an active tool (Slurp) </li></ul><ul><li>that treats abstract digital media like a fluid that can be slurped up and squirted out. </li></ul><ul><li>Our approach is to embody abstract digital media in physical form, in the hopes of </li></ul><ul><li>providing difficult-to-quantify benefits for users, such as enhanced feelings of ownership, </li></ul><ul><li>improvisational support, and changes in user relationships with, and planning of, interactions. </li></ul><ul><li>Some of these benefits have been studied already [22], and although not attempted here, we </li></ul><ul><li>feel there is much value in future studies. </li></ul><ul><li>我們試著減輕這個問題透過使用觸覺回饋在活動的工具 (Slurp) 表現抽象數位媒體像流體那樣可以啜食起來和噴射出去 . </li></ul><ul><li>我們接近去具體化抽象數位媒體在物理形式中 , 希望假設困難對定量有益於使用者 , 例如歸屬 , 即興 , 的在使用者關係和 </li></ul><ul><li>計劃上的維持和改變互動的感覺 . 其中一些利益已經被學習 , 儘管沒有嘗試這裡 , 我們感覺那些很有價值在未來的研究中 . </li></ul>
  7. 7. Related Work <ul><li>mediaBlocks </li></ul><ul><li>Pick-and-drop </li></ul>
  8. 8. Slurp <ul><li>Slurp differs from existing work in a few ways. Slurp allows for the extraction of digital media </li></ul><ul><li>from physical objects and the selection of an appropriate display device to access it from. </li></ul><ul><li>It contains the digital information rather than working as a physicalized hyperlink. Slurp also </li></ul><ul><li>provides local haptic and visual feedback. </li></ul><ul><li>Slurp 有別於現有的工作幾種不同的方式 . Slurp 允許從物理物體中抽出數位媒體和選擇增加適當的展示設備 . </li></ul><ul><li>它包含數位資訊而不是工作為物理超連結 . Slurp 同時供給地方觸覺和視覺回饋 </li></ul><ul><li>Slurp combines the properties of containers and tools for manipulating digital objects. </li></ul><ul><li>There are two parts to the system: Slurp (digital eyedropper) and the IR nodes [Figure 3]. </li></ul><ul><li>Users hold Slurp in one hand with its bulb between the thumb and forefinger. They can </li></ul><ul><li>extract (slurp up) media by touching Slurp to a screen, pointing it at a remote display or object </li></ul><ul><li>and squeezing Slurp’s bulb as if the user were sucking up a volume of water. </li></ul><ul><li>系統分二個部分 :Slurp 和紅外線 . 使用者握住 Slurp 在一手中 </li></ul><ul><li>與球體在拇指和食指間 . 他們可以抽出 ( 啜食起 ) 媒體透過觸 </li></ul><ul><li>碰 Slurp 去顯示 , 指向它在遠端的顯示或物體然後緊壓啜食 </li></ul><ul><li>球體像使用者吸水的容量 . </li></ul>
  9. 9. Slurp, A Digital Eyedroppe <ul><li>Slurp has two parts, a stem and a bulb. The stem houses a tri-color LED to represent the state </li></ul><ul><li>of targeted displays. The bulb contains the printed circuit board and batteries to run Slurp, a </li></ul><ul><li>force sensitive resistor (FSR) to measure the pressure of squeezes, a vibrotactile actuator for </li></ul><ul><li>haptic feedback, and a tri-color LED to represent digital objects extracted by Slurp.The </li></ul><ul><li>Physically rigid hardware (PCB, sensor, etc.) is fully encapsulated in a soft silicone rubber to </li></ul><ul><li>afford squeezing and to mimic the experience of using a standard eyedropper with a rubber bulb. </li></ul><ul><li>Slurp 有二部分 , 柄和燈泡 . 柄安置一個三色 LED 表示被瞄準的顕示狀態 . 燈泡包含電路板和電池執行啜食敏感的電阻器 (FSR) </li></ul><ul><li>去測量擠壓壓力 , 觸覺回饋的感觸式作動器和三色 LED 表示數位物體被抽出透過 Slurp. 物理精密的硬體 (PCB, 傳感器等 ) 在軟的 </li></ul><ul><li>矽膠允分的被緊壓和仿造使用與橡膠燈泡的標準點眼藥器的經驗 . </li></ul>
  10. 10. IR Nodes <ul><li>The IR nodes use infrared data communication (IrDA) to act as gateways between Slurp </li></ul><ul><li>and the objects or devices with which it communicates. </li></ul><ul><li>使用紅外線通訊 (IrDA) 去執行作為方法在啜食和物體或設備間通訊 . </li></ul>
  11. 11. Multisensory Feedback <ul><li>The vibrotactile actuator is used to generate a haptic narrative that provides feedback on </li></ul><ul><li>Slurp’s state and mirrors targeted objects. Users can seek out digital signals in a given space; </li></ul><ul><li>this interaction is similar to the beeping of a metal detector or the sounds from a Geiger </li></ul><ul><li>counter to indicate the presence of objects invisible to the user. </li></ul><ul><li>觸覺震動器被用於提供回饋啜食狀況並反應被瞄準的對象 . 使用者找到數位訊號在特定空間中 ; 這個互動是類似嗶嗶聲的 </li></ul><ul><li>金屬探測器或計算聲音去顯示隱形的物件給使用者 . </li></ul><ul><li>During injection, light moves from the bulb to the stem and then fades out. When </li></ul><ul><li>Slurp is full, soft presses on the bulb injects the data object while retaining it in the </li></ul><ul><li>bulb (which remains lit) for further injections. Hard presses inject and clear the data. </li></ul><ul><li>This feedback is directly based on the use of an eyedropper; when it’s full small presses </li></ul><ul><li>release only some of the fluid. </li></ul><ul><li>在射入時 , 光從燈泡移動到柄然後逐漸消失 . 當啜食充滿時 , 輕輕按壓燈泡注射 </li></ul><ul><li>資料目標當它在燈泡中 ( 資料殘留 ) 為較遠的注射 . 大力按壓注射同時清除資料 . </li></ul><ul><li>這個反饋直接根據使用點眼藥器當它充滿時小力按壓只會釋放一點液體 . </li></ul>
  12. 12. Locative Media <ul><li>As computers become more pervasive through the physical world, the spatial relationships </li></ul><ul><li>between computational devices gain importance. Interfaces that make use of spatial </li></ul><ul><li>relationships can reduce the ambiguity associated with navigating multiple devices through </li></ul><ul><li>common GUI widgets. </li></ul><ul><li>當計算遍布在物理世界中 , 計算設備間的空間關係很重要 . 利用空間關係的界面可以減少曖昧連結和操作多個設備 </li></ul><ul><li>透過普通的 GUI 工具 . </li></ul><ul><li>Part of location-based or locative media is linking digital objects to locations in the physical </li></ul><ul><li>world. This is often accomplished using cameraphones and 2D barcodes or text messaging. </li></ul><ul><li>The barcodes act as pointers to locations on the web or a type of physical hyperlink. In the </li></ul><ul><li>future (and perhaps in the present) rich media will be linked to all types of physical objects, </li></ul><ul><li>locations, and people. Slurp can be used to aggregate these digital objects. </li></ul><ul><li>使用相機功能的手機和二維條碼或文字傳送是成熟的 . 條碼扮演像指標的定位在網路上或物理類型的超連結 . </li></ul><ul><li>在未來 ( 或許是現在 ) 富有的媒體將會被連結到所有物理類形的物件 , 地點和人 . 啜食可以被使用到收集這些數位的物件 . </li></ul>
  13. 13. Smart-Offic e <ul><li>We set up two desktop PCs and an audio system with IR nodes. We tested Slurp by moving </li></ul><ul><li>video, audio, and files between the displays. A touchscreen display would be able to identify </li></ul><ul><li>the position of Slurp against its screen, but since we didn’t have any we simulated touchscreens </li></ul><ul><li>by using the mouse and moving it to match Slurp’s position. </li></ul><ul><li>我們設定二台電腦和紅外線聲音系統 . 我們測試通過移動影視 , 音頻和文件啜食在顯示間 . 觸控螢幕顯示可以辨認位置啜食 </li></ul><ul><li>來對抗螢幕 , 但自從我們沒有其中之一我們模仿觸碰螢幕透過滑鼠移動它向啜食的位置 . </li></ul><ul><li>This allowed us to get a sense of screen-to-screen operations. By using Slurp’s IR channel to </li></ul><ul><li>tell the computer when to extract and inject the files along with the mouse position we could </li></ul><ul><li>grab files directly off of one screen and deposit them onto the other. </li></ul><ul><li>這允許我們得到螢幕對螢幕操作感覺 . 經由使用啜食紅外線圖層靠訴電腦 </li></ul><ul><li>何時抽出和注射檔案和滑鼠定位一起 , 我們可以直接關閉檔案在螢幕和放 </li></ul><ul><li>置它們到另一台 </li></ul>
  14. 14. Discussion <ul><li>One user wasn’t sure why someone would want a separate device just for accessing </li></ul><ul><li>digital information from physical objects; he wondered why it wasn’t part of a cell phone. </li></ul><ul><li>一個使用者不是肯定為什麼有些人想要一個分開的設備只是從實體物件增加數位資訊 ; 他想知道為什麼沒有作為手機的一部分 . </li></ul><ul><li>It seems reasonable to think of adding similar functionality to a cell phone or camera, </li></ul><ul><li>though there would be tradeoffs in doing so. Special purpose, limited-functionality devices </li></ul><ul><li>have compelling benefits over convergence devices, but they can be less practical. </li></ul><ul><li>它認為增加類似的功能到手機或相機似乎很合理 , 儘管將有方案要這麼做 . 特別的用途 , 被限制的功能性設備有強制性的好處 , </li></ul><ul><li>但他們可以是比較不實用的 . </li></ul><ul><li>By adding additional functionality to a device it adds confusion. Gestural interaction requires </li></ul><ul><li>remembering which gesture is used for which action, and the possibility of other gestures </li></ul><ul><li>could confuse the user. The same could be said for multi-touch displays. </li></ul><ul><li>經由增加另外的功能到設備增加了混亂 . 手勢互必需記住哪一個手勢是被哪個動作使用的 , 和可能有其它的手勢會混亂 </li></ul><ul><li>使用者 . 同樣可以說多點觸碰顯示 .. </li></ul>
  15. 15. Discussion 4. Simple physical devices may be preferable to multi featured interfaces in an age of complex interactions. Rather than add additional functionality to Slurp, such as the ability to store multiple files, we feel that creating richer and clearer feedback would be the preferred next step. 簡單的物理設備也許是更好的多特色界面在複雜的互動中 . 而不是增加另外的功能去 Slurp, 例如能力到儲存多個檔案 , 我們感到創造更富有和更清楚的回饋是首要的下一個步驟 . 5. Some users questioned the use of a liquid metaphor as the basis for Slurp’s interaction design. The use of a liquid metaphor cannot account for all of the functionality found in the digital world. For instance, liquids are difficult to separate once mixed. On the other hand some users found the liquid metaphor to be magical, and gasped as Slurp spit out files directly onto a monitor. 有些使用者對於使用一個液體譬喻懷疑把 Slurp 當成根據的互動設計 . 使用一個液體譬喻不可能在數位世界中找到所有的功能 . 例如 , 液體在混合中是難分離的 . 在另一頭有些使用者發現液體譬喻是不可思議的把喘氣當成 Slurp 輸出出檔案直接在顯示器上 .
  16. 16. Conclusion <ul><li>In this paper we have presented Slurp as an approach towards physicalizing abstract </li></ul><ul><li>digital media. We did not design Slurp to be a more efficient method of accessing </li></ul><ul><li>information then existing systems (although in a future where digital media is far more </li></ul><ul><li>pervasive it may be very efficient). Our goal was to explore a novel interaction technique </li></ul><ul><li>through prototyping, use, and reflection in order to better understand some of the current </li></ul><ul><li>issues in tangible interface design. </li></ul><ul><li>本文我們這次提出 Slurp 作為有助於物理抽象數位媒體 . 我們沒有設計 Slurp 是一個比現有系統增加資訊更有效率的方法 </li></ul><ul><li>( 雖然在未來數位媒體是更普遍更有效率的 ). 我們的目標是探索新奇的互動技術透過原型 , 用途和反思為了更了解在 </li></ul><ul><li>可觸知界面設計中某些內容 . </li></ul>

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