Metamaterial Textures

we integrate multiple dynamic textures into 3D printed objects’ cell structure

We present metamaterial textures—3D printed surface geometries that can perform a controlled transition between two or more textures. Metamaterial textures are integrated into 3D printed objects and allow designing how the object interacts with the environment and the user’s tactile sense. Inspired by foldable paper sheets (“origami”) and surface wrinkling, our 3D printed metamaterial textures consist of a grid of cells that fold when compressed by an external global force. Unlike origami, however, metamaterial textures offer full control over the transformation, such as in between states and sequence of actuation. This allows for integrating multiple textures.

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Digital Mechanical Metamaterials

we integrate simple computation into 3D printed objects’ cell structure

In this paper, we explore how to embody mechanical computation into 3D printed objects, i.e., without electronic sensors, actuators, or controllers typically used for this purpose. A key benefit of our approach is that the resulting objects can be 3D printed in one piece and thus do not require assembly.

We are building on 3D printed cell structures, also known as metamaterials. We introduce a new type of cell that propagates a digital mechanical signal using an embedded bistable spring. When triggered, the embedded spring discharges and the resulting impulse triggers one or more neighboring cells, resulting in signal propagation. We extend this basic mechanism to implement simple logic functions.

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Metamaterial Mechanisms

So far, metamaterials were understood as materials—we want to think of them as machines.

Recently, researchers started to engineer not only the outer shape of objects, but also their internal microstructure. Such objects, typically based on 3D cell grids, are also known as metamaterials. Metamaterials have been used,for example, to create materials with soft and hard regions.

So far, metamaterials were understood as materials—we want to think of them as machines. We demonstrate metamaterial objects that perform a mechanical function. Such metamaterial mechanisms consist of a single block of material the cells of which play together in a well-defined way in order to achieve macroscopic movement. Our metamaterial door latch, for example, transforms the rotary movement of its handle into a linear motion of the latch.

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Skin drag displays

dragging a physical tactor across the user’s skin produces a stronger tactile stimulus than vibrotactile

We propose a new type of tactile displays that drag a physical tactor across the skin in 2D. We call this skin drag. We demonstrate how this allows us to communicate geometric shapes or characters to users.The main benefit of our approach is that it simultaneously produces two types of stimuli, i.e., (1) it moves a tactile stimulus across skin locations and (2) it stretches the user’s skin. Skin drag thereby combines the essential stimuli produced by vibrotactile and skin stretch. In our study, skin drag allowed participants to recognize tactile shapes significantly better than a vibrotactile array of comparable size. We present two arm-worn prototype devices that implement our concept.

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providing location awareness of multiple moving objects in a detail view on large displays

Overview+Detail interfaces can be used to examine the details of complex data while retaining the data’s overall context. Dynamic data introduce challenges for these interfaces, however, as moving objects may exit the detail view, as well as a person’s field of view if they are working at a large interactive surface. To address this “off-view” problem, we propose a new information visualization technique, called Canyon. This technique attaches a small view of an off-view object, including some surrounding context, to the external boundary of the detail view. The area between the detail view and the region containing the off-view object is virtually “folded” to conserve space.

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Understanding Mid-Air Hand Gestures

a study of human preferences in usage of gesture types for HCI

In this paper we present the results of a study of human preferences in using mid-air gestures for directing other humans. Rather than contributing a specific set of gestures, we contribute a set of gesture types, which together make a set of the core actions needed to complete any of our six chosen tasks in the domain of human-to-human gestural communication without the speech channel.

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Last call

an interactive movie

Last Call is an interactive theatrical where the viewer is able to communicate with the protagonist. One viewer in the audience is randomly picked an called by the protagonist seeking for help. The viewer hears the protagonists breathing and question through the phone, as well as on screen.

I developed the software that manages the request and repsonses to the external voice recognition software and plays the corresponding movie parts. This project was realized during my employment at Powerflasher (now Interactive Pioneers) in 2009. It won several awards, among others from Cannes Lions Festival, ADC Germany and New York Festivals.

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a MIDI controller

KontrollWerk is a multitouch midi controller allowing the user to DJ or VJ to create his very own layout, to arrange all the controls he needs wherever he wants on the surface. We realized this kind of midi controller with regard to live performances. By projecting the DJ’s action live during the performance, you can let the people really be part of the DJ’s performance.

It was a team project with David Lindlbauer and Stefan Wasserbauer developed during a term project at the University of Applied Sciences in Hagenberg, Austria in 2008/09.

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