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We are in the midst of an explosion of emerging human-computer interaction techniques that redefine our understanding of both computers and interaction. We propose the notion of <i>Reality-Based Interaction</i> (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Based on this concept of RBI, we provide a(More)
We are in the midst of an explosion of emerging human-computer interaction techniques that have redefined our understanding of both computers and interaction. We propose the notion of <i>Reality-Based Interaction</i> (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Through RBI we are attempting to provide a(More)
The value of tangibility for ubiquitous computing is in its simplicity-when faced with the question of how to grasp a digital object, why not just pick it up? But this is problematic; digital media is powerful due to its extreme mutability and is therefore resistant to the constraints of static physical form. We present Slurp, a tangible interface for(More)
In this paper we present g-stalt, a gestural interface for interacting with video. g-stalt is built upon the g-speak spatial operating environment (SOE) from Oblong Industries. The version of g-stalt presented here is realized as a three-dimensional graphical space filled with over 60 cartoons. These cartoons can be viewed and rearranged along with their(More)
In this paper we introduce the <i>Tangible Video Editor</i> (TVE), a multi-user, tangible interface for sequencing digital video. We present a new approach to tabletop interaction by using multiple handheld computers embedded in plastic tokens. Drawing from the rich physical experience of tradition film editing techniques we designed the TVE to engage(More)
This work in progress presents the BodyBeats Suite--three prototypes built to explore the interaction between children and computational musical instruments by using sound and music patterns. Our goals in developing the BodyBeats prototypes are (1) to help children engage their whole bodies while interacting with computers, (2) foster collaboration and(More)
In this paper we present SpeakCup, a simple tangible interface that uses shape change to convey meaning in its interaction design. SpeakCup is a voice recorder in the form of a soft silicone disk with embedded sensors and actuators. Advances in sensor technology and material science have provided new ways for users to interact with computational devices.(More)