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Humans can build complex shapes using physical building blocks, sand or snow, from very early age. However, few computer users can design even relatively simple 3D structures using Computer Aided Design (CAD) software. The reason is the lack of an interface that can fully exploits human spatiality, our innate ability to act in physical space and to interact with physical objects.

 

 

 

 

 

 

 

 


Tangible User Interfaces (TUIs) are an attempt to broaden the relationship between physical objects and digital information. TUIs were first introduced in Fitzmaurice, Ishii and Buxton’s “graspable user interfaces” and later established by Ullmer and Ishii and their colleagues at the MIT Tangible Media Lab. Many of the ideas underlying TUIs can be found in seminal work by Robert Aish, John Frazer and others (for an overview follow this link). For a good review of TUIs refer to Ullmer and Ishii’s “Emerging Frameworks for Tangible User Interfaces”.

 

 

 

 


Our research efforts focus on a subgroup of TUIs we dub “Spatial TUIs”,

TUIs that mediate interaction with shape, space and structure. We design and analyze TUIs following a set of heuristics which we developed based on the simple observation that, no matter how computerized they are, TUIs are still physical objects manipulated by humans. Our approach is summarized in the following publication:

 

 E. Sharlin, B. A. Watson, Y. Kitamura, F. Kishino, and Y. Itoh, "On Tangible User Interfaces, Humans and Spatiality," Personal and Ubiquitous Computing, special issue on "Tangible Interfaces in Perspective", September 2004, to appear <PDF>.

 

We are developing and testing several spatial TUIs, strongly coupling them to applications in which we believe they will demonstrate superiority over existing tools and break new ground.

 

Since TUIs are still in their infancy, we have to compromise with their current low expressiveness. We suggest two applied domains in which, arguably, TUIs current lack of expressiveness is not necessarily a weakness: TUIs for the visually impaired and cognitive TUIs, TUIs for cognitive assessment and training.

 

 

 

 

Our first cognitive TUIs research effort is the cognitive cubes system. Cognitive cubes is a TUI-based system for cognitive assessment of constructional ability. Cognitive cubes are closely based on ActiveCube and were successfully tested with healthy young and healthy elderly participants, and with participants suffering from mild Alzheimer Disease (AD). To the best of our knowledge cognitive cubes is the first automated system for assessment of constructional ability. Our current Cognitive Cubes publications are:

 

E. Sharlin, Y. Itoh, B. A. Watson, Y. Kitamura, S. Sutphen, L. Liu, and F. Kishino, "Spatial Tangible User Interfaces for Cognitive Assessment and Training", in Bio-ADIT 2004. Swiss Federal Institute of Technology, Lausanne, Switzerland: Springer, January 2004, to appear. <PDF>.

 

E. Sharlin, Y. Itoh, B. A. Watson, Y. Kitamura, S. Sutphen, and L. Liu, "Cognitive Cubes: a Tangible User Interface for Cognitive Assessment", in Human Factors in Computing Systems CHI 2002. Minneapolis, US: ACM, April, 2002, pp. 347-354. Paper <PDF>, talk <PDF>.

 

Y. Itoh, E. Sharlin, Y. Kitamura, F. Kishino, B.A. Watson, S. Sutphen, L. Liu, “A User Interface for Cognitive Assessment with ActiveCube”. IPSJ SIGNotes Human Interface Abstract No.098 – 009. Information Processing Society of Japan, 2002, pp. 55-64. <PDF>

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Our second cognitive TUI is the Cognitive Map Probe (CMP). The CMP is a TUI for assessment of cognitive mapping ability (which underlies human wayfinding ability).  The CMP also has a non-TUI, Windows-Icons-Menus-Pointers (WIMP) replica and was tested successfully with young, elderly and mild AD participants. Our current CMP publications are:

 

E. Sharlin, B. A. Watson, L. Liu, S. Sutphen, R. Lederer, P. Figueroa, and J. Frazer, "Printing Virtual Reality Interfaces: the Cognitive Map Probe", in The Future of VR and AR Interfaces: multi-modal, humanoid, adaptive and  intelligent.  Proc. Workshop IEEE Virtual Reality 01.' GMD Report 138, W. Broll and L. Schafer, Eds. GMD - German National Research Center for Information Technology., July, 2001, pp. 40-42. <PDF>.

L. Liu, E. Sharlin, B. A. Watson, and S. Sutphen, "Assessing Wayfinding Ability using Virtual Reality", Abstract and presentation at the Canadian Association of Occupational Therapists National Conference. Winnipeg, Manitoba, Canada, May, 2003.

E. Sharlin, B. A. Watson, L. Liu, S. Sutphen, R. Lederer, P. Figueroa, and J.Frazer, "Assessmentville - a Preview", poster <Poster PDF> and abstract <abstract PDF> at Graphics Interface 2001. Ottawa, Canada, June, 2001.

A. Cho, R. Lederer, E. Sharlin, B. A. Watson, L. Liu, and S. Sutphen, "Designing Virtual Worlds - the Cognitive Map Probe", in Proc. 13th Western Canadian Computer Graphics Symposium. Silver Star, BC, Canada, March, 2002. <PDF>

S. Sutphen, E. Sharlin, B. A. Watson, and J. Frazer, "Reviving a Tangible Interface Affording 3D Spatial Interaction", in Proc. 11th Western Canadian Computer Graphics Symposium. Panorama, BC, Canada, March, 2000, pp. 155-166. <PDF>

E. Sharlin, B. A. Watson, L. Liu, S. Sutphen, J. Frazer, and R. Lederer, "A Tangible User Interface for Assessing Cognitive Mapping Ability", Technical report NWU-CS-02-14, 2003. <PDF>

 

 

 

 

 

 

 

 

 

Another research effort that concerns spatiality, but from a different point-of-view is an inexpensive and simple optical tracker for the CAVE, based on a structured light technique. This effort is summarized in the following publication:

 

E. Sharlin, M. Green, B. A. Watson, and P. Figueroa, "A Wireless, Inexpensive Optical Tracker for the CAVE", in Proceedings of the IEEE Virtual Reality 2000. New Brunswick, New Jersey, March, 2000, pp. 271-278. <PDF>.

 

 

 

 


In an attempt to push the spatiality in HCI even further, Andrea Mazzone (ETH Zurich), his colleagues and us are pursuing new ways of designing and implementing digital clay, a TUI that can input and output 3D shape and structure.

 

 

 

 

 

We are thinking of ways of implementing Bob Shaw’s “slow glass” (though we will probably settle on bits rather than photons and matter).


 

I took this picture from the wonderful scifi.com. Please follow this link to read Bob Shaw’s inspiring “Slow Glass” story—“Light of Other Days”.

 

 

 

 


We see an important future role for TUIs as interaction aids for the visually impaired. We are currently designing the “tangible pathfinder” to allow a visually impaired user to autonomously learn a new place, self-assess the resulting cognitive map and eventually assist the on-site navigation of the environment. Our preliminary work is summarized in the following short publication:

 

E. Sharlin, B. A. Watson, Y. Kitamura, D. Rorabeck, R. Lederer, S. Sutphen, M. Takimoto and F. Kishino, “The Tangible Pathfinder—Design of a Wayfinding Trainer for the Visually Impaired”, poster <poster PDF> and abstract <abstract PDF> at Graphics Interface 2004. London, Canada, May, 2004.

 

 

 

 

Other than TUIs, my general research interests cover many HCI themes: VR; MR; sensing and tracking; human-robot interaction; teleoperation and telepresence; computer games; and biomedical, psychological, educational and rehabilitation applications.

 

 

 

 

 

 

Ehud Sharlin, Ph.D.

Assistant Professor

Human Interface Engineering Laboratory, Osaka University

Address: 2-1 Yamadaoka, Suita, Osaka 565-0871, Japan

Phone: +81-6-6879-7739

Fax: +81-6-6879-7743

Mobile: +81-90-6675-4718

E-mail: ehud@ist.osaka-u.ac.jp

 

 

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