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Multisensory & Multimedia. Overview. 5 senses: Vision, hearing, touch, smell & taste Connection with computers “sensory deprived and physically limited” Multimedia experience: multisensory Interviews: Hiroshi Ishii (Associate professor of Media Arts and Sciences @ MIT)

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Presentation Transcript
slide1

Multisensory

&

Multimedia

slide2

Overview

  • 5 senses:
    • Vision, hearing, touch, smell & taste
    • Connection with computers “sensory deprived and physically limited”
    • Multimedia experience: multisensory
  • Interviews:
    • Hiroshi Ishii (Associate professor of Media Arts and Sciences @ MIT)
    • Durrell Bishop (Teacher of Product Design @ Royal College of Art in London)
    • Joy Mountford (Member of Human Interface Group @ Apple)
    • Bill Gaver (Professor of Interaction Research @ Royal College of Art in London)
slide3

Hiroshi Ishii

  • Interaction requires 2 key components: Controls & representation of results
  • Graphical UI: representation  pixels on screen
  • control  remote: mouse, keyboard,…
  • Tangible UI: representation & control: tangible & coupled
  • GUI  TUI:
  • Painted bits  tainted bits by giving physical form to digital information
  • Multisensory multimedia interactions: fun & help us do things better
slide4

Tangible User Interfaces: example

“The reacTable, is a state-of-the-art multi-user electro-acoustic music instrument with a tabletop tangible user interface.”

slide5

Tangible User Interfaces

  • http://tangible.media.mit.edu/projects/ [open]
  • Hiroshi Ishii’s latest project: Jabberstamp
slide6

Tangible User Interfaces

  • Control & representation of results: in a more physical form compared to GUI’s
  • Directly grab & manipulate results
  • Abacus: feel, manipulate, touch information
slide7

Tangible User Interfaces

  • musicBottles:
  • weather forecast bottle
slide8

Durrell Bishop

  • “Things should be themselves”: physical or virtual objects should be self-evident
  • Consumer electronics: universally black boxes of standard size
  • Labels say what a button does: merely an action on a word
  • Monopoly vs. VCR
slide9

Durrell Bishop

  • TUI: Marble answering machine
slide10

Durrell Bishop

  • Picking up tagged objects  physical pointers
slide11

Joy Mountford

  • Goal of HIG @ Apple: design consistent interface for all users
  • 1980’s: Spreadsheets, word processing
  • Why not include pictures, sounds, movies?  QuickTime
  • Designers design for themselves instead of for audience: Hand controller dilemma
  • Navigable movies (became QuickTime VR)
  • Object Maker: 3D object scanner: almost all viewpoints around objects
slide12

Joy Mountford

  • Beyond video: audio & music
  • Soundscapes team @ Interval Research: Bead Box
slide13

Bill Gaver

  • Designing sound: SonicFinder (Apple)
  • Auditory representations of real-world objects
  • Enhanced experience examples:
  • - dragging a file
  • - copying a file sounds like pouring water
  • Properties of a file determines it’s sound, for instance: size
slide14

Equator project

  • History tablecloth
slide15

Equator project

  • - Key table/picture frame (capturing emotions)
slide16

Equator project

  • Drift table