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Tactile
sensations like stickiness, touch, or mass can simulated by applying
tiny displacements upon the cursor movements. Exploiting the domination
of the visual over the haptic domain towards a more natural interface.
In our physical
world, the kinetic behaviour of objects looks self-evident. It informs
about the physical properties of an object. If you open a door you
will feel a certain resistance that tells you something about the
door, how it is placed and what it is made of. When you lift a box
you will feel whether the box is full or empty. With computers, it
is different. There is a mouse to click your finger on, a flat screen
to look at and a two small speakers. From a sensorial point of view,
desktop computers are extremely limited machines with hardly any physicality
to it. Objects on your computerdesktop lack any bodily properties.
Although this weightlessness of cyberspace has some significant advantages,
physical information can be a powerful way of communicating. We believe
that improvements in this domain could lead to more natural computer
interfaces. With this mindset, we designed and implemented a series
of experimental interaction styles. Among them, the active cursor,
a method of inducing haptic effects with tiny cursor displacements.
Renaissance
tricks
If
we compare the computer screen with the Renaissance canvas, the limitations
and goals show some remarkable similarities. Both painters and interface
designers are constrained to a flat and square canvas. Their goal
is to represent or reflect our rich world of sensations within these
limitations. Renaissance painters invented tricks like perspective,
sfumato and tromp d'oeil to get the job done. We aim at doing similar
work for the contemporary computer interfaces. The role of movement
in interactive applications is underestimated. Whereas animation of
independent objects is properly studied and applied in motion cinema,
hardly any research was focussed on animation in direct interaction
with a user. Tactile sensations like stickiness, touch, or mass can
be induced by interactive animations. This sense of touch is an illusion,
based upon the domination of the visual over the haptic domain. Applying
tiny displacements upon the cursor movements can simulate the tactile
effects. The cursor is displaced as if there are real forces working
on the mouse. The user sees this on the computer screen and tends
to 'feel' it. Among the virtual haptic objects we created are 'holes'
and 'hills'. If the cursor rolls over a hole, it is dragged towards
the centre. When rolling over a hill, the cursor is dragged out of
the centre. Due to these cursor displacements a hole becomes an easily
accessible part of the screen whereas a hill area is hard to access.
This sort physical information communicates in a very direct and intuitive
way. And you can create any 3d slope you want.
Simulate your
new computer on your old computer.
We simulated haptic sensations within a standard GUI context. This
opens up a whole range of interface design possibilities. Physical
information could become an extra communication channel with the user.
Our method works on any cursor controlled interface. We also think
that manufacturers of haptic devices might benefit from our work.
Although the advantages are clear, force feedback devices have not
made it to your average desktop. It might be because of the lack of
software applications for these devices. And software is scarce because
people do not have force feedback devices at their homes. Our simulated
force feedback principle could break this cycle. We have found that,
although the effect of simulated touch is not as vivid as real force
feedback, it can be used to simulate most the functions of a real
force feedback device. Manufacturers of haptic devices can add a driver
to their device that simulates the device in a standard GUI. If interaction
designers can assume the availability of a haptic device (simulated
by cursor displacements or not), use of physical information can grow
to become a serious factor in interaction design.
Koert
van Mensvoort (email)
Links to related
work
-What you see is what you feel
Paper about active cursor (pdf document).
-Twoholes
Tiny activecursor game
-Windowpoll Testing different behaviors of the windowbuttons. Please pick your favorite.
-Cursor trajectory
prediction with a genetic algorithm Can your computer predict
where you try to put your cursor?
-Buttonpoll The buttons
all look the same. But, they differ in their feel and behaviour.
-Stickybutton
Tiny experiment with expression of substance.
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