Tangible Media

How to design seamless interfaces between humans, digital information, and the physical environment.

We live between two worlds: our physical environment and cyberspace. The Tangible Media group's focus is on the design of seamless interfaces between humans, digital information, and the physical environment. People have developed sophisticated skills for sensing and manipulating our physical environments. However, most of these skills are not employed by traditional GUIs (Graphical User Interfaces). The Tangible Media group is designing a variety of "tangible interfaces" based on these skills by giving physical form to digital information, seamlessly coupling the dual worlds of bits and atoms. The goal is to change the "painted bits" of GUIs to "tangible bits," taking advantage of the richness of multimodal human senses and skills developed through our lifetime of interaction with the physical world.

Research Projects

AFK Cookset

Cati Vaucelle and Hiroshi Ishii

The AFK cookset is designed for the hungry role-playing gamer who can connect her food items, e.g., Spicy Wolf Dumplings, to her online cooking habits. By scanning in the food items, the video game physically adjusts a hot plate to cook the item for the correct amount of time. The virtual character then jubilantly announces the status of the meal to both the gamer and the other individuals playing online: “O la la my roasted raptor is about to be done!” When the food is ready, the system automatically puts the character in AFK (‘Away From Keyboard’) mode to provide the gamer with a moment to eat. When the player resumes playing, he or she might just discover his or her character’s behavior is affected by the food consumed in real life—sluggish from overeating or alternately exuberant and energetic.

Body Signature

Keywon Chung, Chris Merrill and Hiroshi Ishii

Cell phones and ID cards may authenticate you through a door, but what happens when they are stolen? Taking a more holistic approach to personal identity, Body Signature is a gestural password application that uses a combination of who you are (RFID reader on your hand), what you have (personal belongings with RFID tags), what you do (personalized gesture along RFID paths), and how you do it (quality of the gestures) to grant you access to rooms, spaces, and devices, and allow you a personalized experience throughout your daily routine.

Cost-Effective Wearable Sensor to Detect EMF

Cati Vaucelle, Hiroshi Ishii and Joe Paradiso

We present the design of a cost-effective, wearable sensor to detect and indicate the strength and other characteristics of the electric field emanating from a laptop display. Our bracelet can provide an immediate awareness of electric fields radiated from a frequently used object, thus supporting awareness of ambient background emanation beyond human perception. We discuss how detection of such radiation might help to "fingerprint" devices and aid in applications that require determination of indoor location.

g-stalt

Daniel Leithinger, Alan Lewis Browning, Olivier Bau, Jamie Zigelbaum and Hiroshi Ishii

We are exploring how to navigate large information spaces naturally, quickly, and seamlessly between graphical and physical space using body and gesture. The goal is to create an interface where users can manipulate digital space as if they were using telekinesis.

Gestural Interaction

Jamie Zigelbaum, Daniel Leithinger, Jean-Baptiste Labrune, Alan Browning, Olivier Bau and Hiroshi Ishii

We are developing gestural interaction techniques and applications using the g-speak platform from Oblong Industries. This work seeks to blend the value of physical, tangible interfaces with the power of gestural interaction. Our goal is to create seamless interfaces that scale and adapt between ambulatory and manipulatory, physical and graphical, ambient and direct, and representational and abstract—interfaces that can break the boundaries of existing paradigms.

MirrorFugue

Hiroshi Ishii and Xiao Xiao

While modern technologies such as CDs, MP3s, and digital media players make listening to music a portable activity, vital aspects of music such as learning, rehearsing, and performing are still constrained by location. MirrorFugue is an interface for the piano that bridges the gap of location in music playing by connecting pianists in a virtual shared space reflected on the piano.

O-Link

Hiroshi Ishii and Toshihiro Nakae

O-Link is a communication tool developed by NTT Comware in collaboration with the Tangible Media group. O-Link allows users to link video clips to an object intuitively, as if sealing wonderful memories of a trip in a souvenir. It also has an object-recognition feature that loads the video clips tagged with the object and plays them back automatically, just by putting the object in front of the monitor. NTT Comware aims to provide novel services based on O-Link that anyone can use—regardless of his or her computer literacy—such as intergenerational communication tools, video manual services directly equipped with products, or educational infrastructures for the exchange of student work and opinion.

Picture This!

Cati Vaucelle and Hiroshi Ishii

Picture This! is a video editing tool progressing toward children's natural expression of play while telling stories with their toys. We use technology to offer visual feedback regarding how the scene looks from the point of view of an imaginary audience. If the toy has an immediately accessible visual perspective, a new world is opened to the child. The toy helps her explore visual and narrative perspectives of character props, expanding the discovery of her environment. The child storyteller enters the world of the movie maker. Cameras become part of a toy system showing how things look from a toy's point of view. They can be integrated in LEGO people, car drivers, and even coffee mugs! The video process, supported by gesture-induced editing, benefits children in practicing social interrelationships and visual perspective taking.

Piezing

Amanda Parkes, Adam Kumpf and Hiroshi Ishii

Piezing is an outfit which generates power using the natural gestures of the human body in motion. Around the joints of the elbows and hips, the garment is embedded with piezoelectric material elements which generate an electric potential in response to applied mechanical stress. The electric potential is then stored as voltage in a centralized small battery and later can be discharged into a device.

Psychohaptics

Cati Vaucelle, Leonardo Bonanni and Hiroshi Ishii

Psychohaptics explores a diverse set of simulations of touch modalities to assist in the treatment of specific mental disorders. Based on the most promising touch-therapy protocols, we have developed haptic interfaces for psychotherapy that we aim to test in a local hospital.

Radical Atoms

Hiroshi Ishii, Leonardo Bonanni, Keywon Chung, Sean Follmer, Jean-Baptiste Labrune, Jinha Lee, Daniel Leithinger, Catherine Vaucelle, Xiao Xiao and Jamie Zigelbaum

Radical Atoms is our vision of interactions with future material.

Relief

Hiroshi Ishii and Daniel Leithinger

Relief is an actuated tabletop display, able to render and animate three-dimensional shapes with a malleable surface. It allows users to experience and form digital models like geographical terrain in an intuitive manner. The tabletop surface is actuated by an array of 120 motorized pins, which are controlled with a platform built upon open-source hardware and software tools. Each pin can be addressed individually and senses user input like pulling and pushing.

SandScape

Carlo Ratti, Assaf Biderman and Hiroshi Ishii

SandScape is a tangible interface for designing and understanding landscapes through a variety of computational simulations using sand. The simulations are projected on the surface of a sand model representing the terrain; users can choose from a variety of different simulations highlighting height, slope, contours, shadows, drainage, or aspect of the landscape model, and alter its form by manipulating sand while seeing the resulting effects of computational analysis generated and projected on the surface of sand in real time. SandScape demonstrates an alternative form of computer interface (tangible user interface) that takes advantage of our natural abilities to understand and manipulate physical forms while still harnessing the power of computational simulation to help in our understanding of a model representation.

Sensetable

James Patten, Jason Alonso and Hiroshi Ishii

Sensetable is a system that wirelessly, quickly, and accurately tracks the positions of multiple objects on a flat display surface. The tracked objects have a digital state, which can be controlled by physically modifying them using dials or tokens. We have developed several new interaction techniques and applications on top of this platform. Our current work focuses on business supply-chain visualization using system-dynamics simulation.

Sourcemap

Leonardo Bonanni, Matthew Hockenberry, David Zwarg and Hiroshi Ishii

Sourcemap is a social network built around supply chains, enabling collective engagement with where things come from and what they are made of. An open-source project, Sourcemap provides resources for calculating the carbon footprint and geographic spread of various products and services, including consumer electronics, travel, and food. We are deploying Sourcemap through in-depth case studies with designers and business owners in product design, hospitality, and food and drink. The Sourcemap team is actively seeking collaborators and pilot study participants to develop the tool for general use.

Stress OutSourced

Keywon Chung, Carnaven Chiu, Xiao Xiao, Peggy Pei-Yu Chi and Hiroshi Ishii

Stress OutSourced (SOS) is a peer-to-peer network that allows anonymous users to send each other therapeutic massages to relieve stress. By applying the emerging concept of crowdsourcing to haptic therapy, SOS brings physical and affective dimensions to our already networked lifestyle while preserving the privacy of its members. SOS is an exploration and illustration of a new field of haptic social networking.

Tangible Bits

Hiroshi Ishii, Keywon Chung, Sean Follmer, Jean-Baptiste Labrune, Jinha Lee, Daniel Leithinger, Catherine Vaucelle, Xiao Xiao and Jamie Zigelbaum

Tangible Bits is our vision of Human Computer Interaction (HCI). People have developed sophisticated skills for sensing and manipulating our physical environments, but traditional GUIs (Graphical User Interfaces) do not employ most of them. Tangible Bits builds upon these skills by giving physical form to digital information, seamlessly coupling the worlds of bits and atoms. We are designing "tangible user interfaces" that employ physical objects, surfaces, and spaces as tangible embodiments of digital information. These include foreground interactions with graspable objects and augmented surfaces, exploiting the human senses of touch and kinesthesia. We also explore background information displays that use "ambient media"—light, sound, airflow, and water movement—to communicate digitally mediated senses of activity and presence at the periphery of human awareness. We aim to change the "painted bits" of GUIs to "tangible bits," taking advantage of the richness of multimodal human senses and skills developed through our lifetimes of interaction with the physical world.

Topobo

Hayes Raffle, Amanda Parkes and Hiroshi Ishii

Topobo is a 3-D constructive assembly system embedded with kinetic memory—the ability to record and play back physical motion. Unique among modeling systems is Topobo’s coincident physical input and output behaviors. By snapping together a combination of passive (static) and active (motorized) components, users can quickly assemble dynamic, biomorphic forms such as animals and skeletons, animate those forms by pushing, pulling, and twisting them, and observe the system repeatedly playing back those motions. For example, a dog can be constructed and then taught to gesture and walk by twisting its body and legs. The dog will then repeat those movements.

Touch·Sensitive

Cati Vaucelle, Yasmine Abbas and Hiroshi Ishii

Touch·Sensitive is a wearable device that leverages stress and provides comfort for people on the move. It is determined by how the body reacts to the bag-load user's support, and we position this research within wearable devices that consider body specifics in their design. A series of observations using ethnographic methods informed us of how our apparel can soothe people who suffer from bag overload and can connect to the technologies users carry.

Trackmate

Hiroshi Ishii, Keywon Chung, Jean-Baptiste Labrune, Daniel Leithinger and Jamie Zigelbaum

Trackmate is an open-source initiative to create an inexpensive, do-it-yourself tangible tracking system. The Trackmate tracker allows any computer to recognize tagged objects and their corresponding position, rotation, and color information when placed on a surface. With over 280 trillion possible visual markers, each tagged object can be unique in the world and work seamlessly across any Trackmate system. Trackmate sends all object data via LusidOSC (a protocol layer for unique spatial input devices), allowing any LusidOSC-based application to use the spatial object information.

Wetpaint

Leonardo Bonanni, Xiao Xiao, Bianca Costanzo, Andrew Shum, Matthew Hockenberry, Maurizio Seracini and Hiroshi Ishii

The Wetpaint project investigates new interfaces for exploring the history of a work of visual art. We are seeking intuitive metaphors for touch-screen interaction, including virtually scraping through the multispectral scans of an ancient painting, and pulling, stretching, and tearing through a virtual canvas. The interaction techniques refined through Wetpaint are being built into a Web-based tool for leveraging collective intelligence toward the pursuit of art diagnostics.

WoW Pod

Cati Vaucelle and Hiroshi Ishii

The WoW Pod is an immersive architectural space that provides and anticipates all life needs of the World of Warcraft player. Outfitted with toilet throne, hydration system, and meals at the ready, the WoW Pod makes daily human function possible without ever stepping away from the game. The project received grants from the Council for the Arts at MIT and the SHASS's Peter de Florez Fund for Humor.