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… (More)
We present impacto, a device designed to render the haptic sensation of hitting or being hit in virtual reality. The key idea that allows the small and light impacto device to simulate a strong hit is that it decomposes the stimulus: it renders the tactile aspect of being hit by tapping the skin using a solenoid; it adds impact to the hit by thrusting the… (More)
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… (More)
We propose a new way of eyes-free interaction for wearables. It is based on the user's proprioceptive sense, i.e., rather than seeing, hearing, or feeling an outside stimulus, users feel the pose of their own body. We have implemented a wearable device called Pose-IO that offers input and output based on proprioception. Users communicate with Pose-IO… (More)
In this tutorial, we survey novel ways for interacting with personal fabrication machines, such as laser cutters, milling machines, and 3D printers. The goal is to provide attendees with an overview of recent HCI re- search in personal fabrication and together with attendees build a roadmap for future research directions. Towards this goal, the tutorial… (More)
Recently, researchers started to engineer not only the outer shape of objects, but also their <i>internal microstructure</i>. 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… (More)
Leveraging the user's own muscles to simulate impact and forces from a virtual reality world allows us to create more immersive experiences without bulky equipment.