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Zooids: Building Blocks for
Swarm User Interfaces
GROUP MEMBERS:
TOOBA RAJPOOT, HAFSA JABEEN,
NIMRA BASHIR, MAIRAH SOOMRO, KAINAAT NAEEM
CLASS: BS (CS)-8[A]
COURSE: HUMAN COMPUTER INTERACTION
PAPER USED
 Title: Zooids: Building Blocks for Swarm User
Interfaces
 Authors: Mathieu Le Goc [1,3,4], Lawrence H. Kim
[2] , Ali Parsaei [2] , Jean-Daniel Fekete [1,4]
Pierre Dragicevic[1,4] , Sean Follmer[2 ]
 Universities: [1] Inria, [2] Stanford University,
[3]Université Paris-Sud, [4] Université Paris-
Saclay {mathieu.le-goc, pierre.dragicevic, jean-
daniel.fekete}@inria.fr, {lawkim, aparsaei,
sfollmer}@stanford.edu
INTRODUCTION
 The research paper introduces swarm user interfaces.
 A swarm user interfaces is a new class of human-
computer interfaces comprised of many autonomous
robots that handle both display and interaction.
 Zooids, an open-source open-hardware platform for
developing tabletop swarm interfaces.
 The research paper illustrate the potential of
tabletop swarm user interfaces through a set of
application scenarios developed with Zooids, and
discuss general design considerations unique to swarm.
INTRODUCTION
(2)
 The current system has some limitations, actuated
tabletop tangibles only support the manipulation of
solid objects, which is not enough to emulate
physical matter.
 Also current system do not support arbitrary
physical topologies.
 The system use physical objects as input, while
output is provided through separate pixel-based
display technology.
 To overcome from above limitations swarm user
interfaces are introduced
INTRODUCTION
(3)
 A collection of zooids can act as a display and can
provide meaningful user output.
 At the same time, since all input and output can
be mediated through the same physical elements.
 The system is able to achieve a complete fusion
between input and output and provide a complete
physical manipulation
 Zooids can operate on any horizontal surface
(e.g., a sheet of paper, a game board & etc)
BACKGROUND
The research paper discussed the following
research areas which are as follow:
1.Tabletop tangible user interfaces
2. shape displays,
3.swarm robotics
4.Data physicalization
BACKGROUND
(2)
 TABLETOP TANGIBLE USER INTERFACES:
 It allows user to interact with digital information by
moving physical objects on flat table surfaces.
 Tabletop TUIs, is based on the direct manipulation
of a single tangible per hand or of small groups of
tangibles through multitouch input.
 The design space of tabletop TUIs is vast, and a
lot has been explored.
BACKGROUND
(3)
 SHAPE DISPLAYS AND PROGRAMMABLE
MATTER:
 Shape displays are user interfaces involving physical
surfaces or volumes that can sense user input and
whose geometry can be computer-controlled.
 Support 2.5D surfaces, using hydraulic actuation,
motorized bars.
 previous systems could not emulate separate,
detached physical objects.
 Researches on programmable matter is theoretical
only, working prototypes based on swarm robotics.
BACKGROUND
(4)
 SWARM ROBOTICS
 Swarm robots draw from natural swarms, where social
animals such as birds or ants can produce complex
collective behavior by moving and interacting with each
other according to simple rules.
 Swarm robotics have been interested in distributed
intelligence and autonomous agents.
 This paper focuses on direct physical interaction
 with small swarm robots, HCI applications, and employ a
centralized system to coordinate robots.
BACKGROUND
(5)
 DATA PHYSICALIZATION
 Researches in cognitive science and distributed cognition
 benefits to physical representations of data to promote
engagement, to better support data exploration and for the
vision impaired
 Swarm interfaces provide a promising platform to physicalize
many traditional 2D information visualizations, as well as
newer interactive data visualizations
BACKGROUND
(6)
 SWARM USER INTERFACES
“human-computer interfaces made of independent self propelled
elements that move collectively and react to user input”.
 Independent: the user interface elements need to be physically
detached from each other and free to move
 Self-propelled: the elements need to be able to move without
external forces.
 Move collectively: Thus the elements need to be able to move in
a coordinated fashion, either by exchanging information with each
other or with a centralized coordinator. The more elements, the
better!
 React to user input: the elements need to sense user input and
react to this input. No external interaction, direct interaction is
necessary to be called swarm interface.
BACKGROUND
(7)
 SWARM UIS CHARACTERISTICS
 Speed (1 sec)
 Low-fidelity prototypes of actual swarm user interfaces: BitDrones,
self-propelled tangibles.
 Users can manipulate many zooids at once, while several dozens
of larger robots may not even fit on a regular table.
 Examples: Free floating particles, drones moving in 3D
space, objects evolving on 2D surface
SWARM UI
SWARM UI
EXAMPLES WITH
ZOOIDS
 Swarm Drawing
 Freehand Drawing
 Shapes
 Interactive Swarm Visualization
 Time series navigation
 In-the-Wild Scenarios
SWARM
UISWARM UI
EXAMPLES WITH
ZOOIDS (2)
 Freehand Drawing
 Inspired from vector graphics authoring tools, we have
implemented a swarm version of a freehand drawing tool.
 Freehand Zooid Stand in the center of the working surface,
while unassigned Zooid wait at the top in an idle state.
 When the user drags the freehand drawing zooid, the
previously idle zooids move to the path of the drawing
zooid to form a physical trail
 When the system runs out of idle zooids, the trail follows
the free hand drawing tool like a snake.
 The curve can also be deformed by dragging its constituent
zooids individually , or by moving many of them
simultaneously, e.g., by pushing them with the side of the
arm.
SWARM UI
SWARM UI
EXAMPLES WITH
ZOOIDS (3)
SHAPES
 Zooids have also been experimented for drawing
lines, rectangles and circles
 Each of these tools employees two Zooids as
control points and are used to define the circle’s
diameter, and idle Zooids are automatically
positioned to complete the circular shape.
 Zooids are also automatically added or removed
depending on how many of them are necessary to
construct the shape.
 Another zooid at the bottom of the table (not
shown) allows users to switch between shapes.
SWARM UI
SWARM UI
EXAMPLES WITH
ZOOIDS (4)
Interactive Swarm Visualization
Time-Series Navigation
 We used zooids to visualize and navigate in time-series
data.
 The physical interface illustrated in shows with a line chart
the evolution of CPU usage on a computer. Decorations
such as axes and labels are static , while the data
visualization itself is dynamic and continuously updated–
the line chart appears to move to the left as new data
arrives.
SWARM UI
SWARM UI
EXAMPLES WITH
ZOOIDS (5)
 In-the-Wild Scenarios
 In-the-Wild Scenarios the Zooids can be
embedded in the real-world environment.
 For example, they could be placed on a user’s
working desk to act as ambient displays(e.g to
show progress in downloads)
 Enough Zooids can even move objects such as
smartphones.
SWARM UI
ZOOIDS
HARDWARE AND
SOFTWARE
DESIGN
 Hardware
 mairah
SWARM UI
ZOOIDS
HARDWARE AND
SOFTWARE
DESIGN (1)
 The above diagram explain: The dimensions are 26 mm in diameter,
21 mm in height
 WEIGHT:12 G
 POWER: Each robot is powered by a 100 mAh LiPo battery and uses
motor driven wheels
 DRIVERS: To drive the robot, a motor driver chip (Allegro A3901) and
two micro motors (FA-GM6-3V-25) are used.
 MAX SPEED: 74CM/S
 Average: average speed of 44 cm/s for our applications.
 Touch Sensor: An integrated capacitive touch sensing circuit is
included (Atmel AT42QT1070) to detect user’s touch.
 Robot Identification: Placed between the photodiodes, a color LED
is used for robot identification and feedback
SWARM UI
ZOOIDS
HARDWARE AND
SOFTWARE
DESIGN (2)
 Radio Communication: Each robot communicates with
the radio receiver using the NRF24L01+ chip
 Projector-Based Tracking System: it is used for robot
position tracking.
 As opposed to camera based systems, our projector
based tracking system does not add any latency from
networking for the local feedback control on each robot,
making position control more stable.
SWARM UI
ZOOIDS
HARDWARE AND
SOFTWARE
DESIGN (3)
 Four main layers from highest to lowest level:
Application, Simulation, Server, and Hardware.
 APPLICATION: The desired positions of the
robots are computed. These desired positions are
transmitted to the simulation layer through a
network socket.
 The application programmer can choose between
two control strategies: Proportional-Integral-
Derivative (PID) position control or Hybrid
Reciprocal Velocity Obstacles (HRVO) combined
with PID
SWARM UI
ZOOIDS
HARDWARE AND
SOFTWARE
DESIGN (4)
 SIMULATION: It computes the goal positions of
the robots, either final positions for PID or
intermediate points for HRVO, and sends them to
the server.
 SERVER: It dispatches commands to the
individual zooids, while at the same time
monitoring their status and position.
SWARM UI
ZOOIDS
HARDWARE AND
SOFTWARE
DESIGN (5)
 Software
SWARM UIs:
DESIGN
PRINCIPLES AND
CHALLENGES
SWARM UIS:
DESIGN
PRINCIPLES AND
CHALLENGES (2)
 Display: Things vs. Stuff
 Things are physical entities experienced as individual,
solid objects;
 Stuff consist in physical entities experienced as shapes
and material that can be reshaped, divided, merged, or
temporarily solidified to emulate things.
 Display: Elements with an Identity vs.
Interchangeable Elements
 Swarm UI fixed identity elements and elements that are
interchangeable.
 “things” have fixed identity, “stuff” are interchangeable.
 For example, in our shape drawing application, the
zooids that make up a circle or a line do not have an
identity of their own and could be freely swapped.
SWARM UIS:
DESIGN
PRINCIPLES AND
CHALLENGES (3)
 Interaction: Element Manipulation
 In contrast, zooids can be grasped and directly
manipulated, allowing to tap into the richness of
human hands.
 For example, in our swarm drawing scenario,
users can not only manipulate curves using
surrogates such as control points, they can also
shape the curves directly.
 Our system explicitly supports such interactions
by registering when a zooid is touched and by
constantly updating its goal based on its position.
SWARM UIS:
DESIGN
PRINCIPLES AND
CHALLENGES (4)
 Interaction: Differing Roles of Elements
 Different swarm UI elements can be given different roles.
 For example in our time series visualization application, the
top zooids are used for display purposes only, while the
bottom ones are used as controllers.
 On the drawing application, in contrast, zooids are used both
for input and output, although different zooids interpret input
differently.
 Giving different roles to different swarm UI elements allows
for more design flexibility, but it also poses the problem of
how to convey affordances.
LIMITATIONS
AND FUTURE
WORK
 There are a number of technical limitations with the Zooids
system that limit its capabilities and performance as a swarm
user interface. These range from the scale and speed of the
device to the cost.
 Example:
 One significant limitation is that our robots have a
nonholonomic drive, meaning that they cannot move freely in
two-dimensional space
 Having a holonomic system with an omni direction drive
would allow the robots to move more smoothly and more
easily respond to user interaction
LIMITATIONS
AND FUTURE
WORK (2)
 Smaller elements will allow for radically different
and richer styles of interaction with “stuff” instead
of “things”.
 In order to achieve smaller elements we will need
to move away from geared DC motors with
wheels for locomotion to other actuation, such as
piezo actuators.
CONCLUSION
 We introduced swarm user interfaces, a new class
of user interfaces made of “independent self-
propelled elements that move collectively and
react to user input”.
 We described the technical implementation of
Zooids, a novel open-source platform for building
swarm user interfaces, and illustrated its
possibilities through concrete examples.
 https://www.youtube.com/watch?v=ZVdAfDMP3m
0

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Swarm User Interface (Zooids)

  • 1. Zooids: Building Blocks for Swarm User Interfaces GROUP MEMBERS: TOOBA RAJPOOT, HAFSA JABEEN, NIMRA BASHIR, MAIRAH SOOMRO, KAINAAT NAEEM CLASS: BS (CS)-8[A] COURSE: HUMAN COMPUTER INTERACTION
  • 2. PAPER USED  Title: Zooids: Building Blocks for Swarm User Interfaces  Authors: Mathieu Le Goc [1,3,4], Lawrence H. Kim [2] , Ali Parsaei [2] , Jean-Daniel Fekete [1,4] Pierre Dragicevic[1,4] , Sean Follmer[2 ]  Universities: [1] Inria, [2] Stanford University, [3]Université Paris-Sud, [4] Université Paris- Saclay {mathieu.le-goc, pierre.dragicevic, jean- daniel.fekete}@inria.fr, {lawkim, aparsaei, sfollmer}@stanford.edu
  • 3. INTRODUCTION  The research paper introduces swarm user interfaces.  A swarm user interfaces is a new class of human- computer interfaces comprised of many autonomous robots that handle both display and interaction.  Zooids, an open-source open-hardware platform for developing tabletop swarm interfaces.  The research paper illustrate the potential of tabletop swarm user interfaces through a set of application scenarios developed with Zooids, and discuss general design considerations unique to swarm.
  • 4. INTRODUCTION (2)  The current system has some limitations, actuated tabletop tangibles only support the manipulation of solid objects, which is not enough to emulate physical matter.  Also current system do not support arbitrary physical topologies.  The system use physical objects as input, while output is provided through separate pixel-based display technology.  To overcome from above limitations swarm user interfaces are introduced
  • 5. INTRODUCTION (3)  A collection of zooids can act as a display and can provide meaningful user output.  At the same time, since all input and output can be mediated through the same physical elements.  The system is able to achieve a complete fusion between input and output and provide a complete physical manipulation  Zooids can operate on any horizontal surface (e.g., a sheet of paper, a game board & etc)
  • 6. BACKGROUND The research paper discussed the following research areas which are as follow: 1.Tabletop tangible user interfaces 2. shape displays, 3.swarm robotics 4.Data physicalization
  • 7. BACKGROUND (2)  TABLETOP TANGIBLE USER INTERFACES:  It allows user to interact with digital information by moving physical objects on flat table surfaces.  Tabletop TUIs, is based on the direct manipulation of a single tangible per hand or of small groups of tangibles through multitouch input.  The design space of tabletop TUIs is vast, and a lot has been explored.
  • 8. BACKGROUND (3)  SHAPE DISPLAYS AND PROGRAMMABLE MATTER:  Shape displays are user interfaces involving physical surfaces or volumes that can sense user input and whose geometry can be computer-controlled.  Support 2.5D surfaces, using hydraulic actuation, motorized bars.  previous systems could not emulate separate, detached physical objects.  Researches on programmable matter is theoretical only, working prototypes based on swarm robotics.
  • 9. BACKGROUND (4)  SWARM ROBOTICS  Swarm robots draw from natural swarms, where social animals such as birds or ants can produce complex collective behavior by moving and interacting with each other according to simple rules.  Swarm robotics have been interested in distributed intelligence and autonomous agents.  This paper focuses on direct physical interaction  with small swarm robots, HCI applications, and employ a centralized system to coordinate robots.
  • 10. BACKGROUND (5)  DATA PHYSICALIZATION  Researches in cognitive science and distributed cognition  benefits to physical representations of data to promote engagement, to better support data exploration and for the vision impaired  Swarm interfaces provide a promising platform to physicalize many traditional 2D information visualizations, as well as newer interactive data visualizations
  • 11. BACKGROUND (6)  SWARM USER INTERFACES “human-computer interfaces made of independent self propelled elements that move collectively and react to user input”.  Independent: the user interface elements need to be physically detached from each other and free to move  Self-propelled: the elements need to be able to move without external forces.  Move collectively: Thus the elements need to be able to move in a coordinated fashion, either by exchanging information with each other or with a centralized coordinator. The more elements, the better!  React to user input: the elements need to sense user input and react to this input. No external interaction, direct interaction is necessary to be called swarm interface.
  • 12. BACKGROUND (7)  SWARM UIS CHARACTERISTICS  Speed (1 sec)  Low-fidelity prototypes of actual swarm user interfaces: BitDrones, self-propelled tangibles.  Users can manipulate many zooids at once, while several dozens of larger robots may not even fit on a regular table.  Examples: Free floating particles, drones moving in 3D space, objects evolving on 2D surface
  • 13. SWARM UI SWARM UI EXAMPLES WITH ZOOIDS  Swarm Drawing  Freehand Drawing  Shapes  Interactive Swarm Visualization  Time series navigation  In-the-Wild Scenarios
  • 14. SWARM UISWARM UI EXAMPLES WITH ZOOIDS (2)  Freehand Drawing  Inspired from vector graphics authoring tools, we have implemented a swarm version of a freehand drawing tool.  Freehand Zooid Stand in the center of the working surface, while unassigned Zooid wait at the top in an idle state.  When the user drags the freehand drawing zooid, the previously idle zooids move to the path of the drawing zooid to form a physical trail  When the system runs out of idle zooids, the trail follows the free hand drawing tool like a snake.  The curve can also be deformed by dragging its constituent zooids individually , or by moving many of them simultaneously, e.g., by pushing them with the side of the arm.
  • 15. SWARM UI SWARM UI EXAMPLES WITH ZOOIDS (3) SHAPES  Zooids have also been experimented for drawing lines, rectangles and circles  Each of these tools employees two Zooids as control points and are used to define the circle’s diameter, and idle Zooids are automatically positioned to complete the circular shape.  Zooids are also automatically added or removed depending on how many of them are necessary to construct the shape.  Another zooid at the bottom of the table (not shown) allows users to switch between shapes.
  • 16. SWARM UI SWARM UI EXAMPLES WITH ZOOIDS (4) Interactive Swarm Visualization Time-Series Navigation  We used zooids to visualize and navigate in time-series data.  The physical interface illustrated in shows with a line chart the evolution of CPU usage on a computer. Decorations such as axes and labels are static , while the data visualization itself is dynamic and continuously updated– the line chart appears to move to the left as new data arrives.
  • 17. SWARM UI SWARM UI EXAMPLES WITH ZOOIDS (5)  In-the-Wild Scenarios  In-the-Wild Scenarios the Zooids can be embedded in the real-world environment.  For example, they could be placed on a user’s working desk to act as ambient displays(e.g to show progress in downloads)  Enough Zooids can even move objects such as smartphones.
  • 19. SWARM UI ZOOIDS HARDWARE AND SOFTWARE DESIGN (1)  The above diagram explain: The dimensions are 26 mm in diameter, 21 mm in height  WEIGHT:12 G  POWER: Each robot is powered by a 100 mAh LiPo battery and uses motor driven wheels  DRIVERS: To drive the robot, a motor driver chip (Allegro A3901) and two micro motors (FA-GM6-3V-25) are used.  MAX SPEED: 74CM/S  Average: average speed of 44 cm/s for our applications.  Touch Sensor: An integrated capacitive touch sensing circuit is included (Atmel AT42QT1070) to detect user’s touch.  Robot Identification: Placed between the photodiodes, a color LED is used for robot identification and feedback
  • 20. SWARM UI ZOOIDS HARDWARE AND SOFTWARE DESIGN (2)  Radio Communication: Each robot communicates with the radio receiver using the NRF24L01+ chip  Projector-Based Tracking System: it is used for robot position tracking.  As opposed to camera based systems, our projector based tracking system does not add any latency from networking for the local feedback control on each robot, making position control more stable.
  • 21. SWARM UI ZOOIDS HARDWARE AND SOFTWARE DESIGN (3)  Four main layers from highest to lowest level: Application, Simulation, Server, and Hardware.  APPLICATION: The desired positions of the robots are computed. These desired positions are transmitted to the simulation layer through a network socket.  The application programmer can choose between two control strategies: Proportional-Integral- Derivative (PID) position control or Hybrid Reciprocal Velocity Obstacles (HRVO) combined with PID
  • 22. SWARM UI ZOOIDS HARDWARE AND SOFTWARE DESIGN (4)  SIMULATION: It computes the goal positions of the robots, either final positions for PID or intermediate points for HRVO, and sends them to the server.  SERVER: It dispatches commands to the individual zooids, while at the same time monitoring their status and position.
  • 25. SWARM UIS: DESIGN PRINCIPLES AND CHALLENGES (2)  Display: Things vs. Stuff  Things are physical entities experienced as individual, solid objects;  Stuff consist in physical entities experienced as shapes and material that can be reshaped, divided, merged, or temporarily solidified to emulate things.  Display: Elements with an Identity vs. Interchangeable Elements  Swarm UI fixed identity elements and elements that are interchangeable.  “things” have fixed identity, “stuff” are interchangeable.  For example, in our shape drawing application, the zooids that make up a circle or a line do not have an identity of their own and could be freely swapped.
  • 26. SWARM UIS: DESIGN PRINCIPLES AND CHALLENGES (3)  Interaction: Element Manipulation  In contrast, zooids can be grasped and directly manipulated, allowing to tap into the richness of human hands.  For example, in our swarm drawing scenario, users can not only manipulate curves using surrogates such as control points, they can also shape the curves directly.  Our system explicitly supports such interactions by registering when a zooid is touched and by constantly updating its goal based on its position.
  • 27. SWARM UIS: DESIGN PRINCIPLES AND CHALLENGES (4)  Interaction: Differing Roles of Elements  Different swarm UI elements can be given different roles.  For example in our time series visualization application, the top zooids are used for display purposes only, while the bottom ones are used as controllers.  On the drawing application, in contrast, zooids are used both for input and output, although different zooids interpret input differently.  Giving different roles to different swarm UI elements allows for more design flexibility, but it also poses the problem of how to convey affordances.
  • 28. LIMITATIONS AND FUTURE WORK  There are a number of technical limitations with the Zooids system that limit its capabilities and performance as a swarm user interface. These range from the scale and speed of the device to the cost.  Example:  One significant limitation is that our robots have a nonholonomic drive, meaning that they cannot move freely in two-dimensional space  Having a holonomic system with an omni direction drive would allow the robots to move more smoothly and more easily respond to user interaction
  • 29. LIMITATIONS AND FUTURE WORK (2)  Smaller elements will allow for radically different and richer styles of interaction with “stuff” instead of “things”.  In order to achieve smaller elements we will need to move away from geared DC motors with wheels for locomotion to other actuation, such as piezo actuators.
  • 30. CONCLUSION  We introduced swarm user interfaces, a new class of user interfaces made of “independent self- propelled elements that move collectively and react to user input”.  We described the technical implementation of Zooids, a novel open-source platform for building swarm user interfaces, and illustrated its possibilities through concrete examples.  https://www.youtube.com/watch?v=ZVdAfDMP3m 0