HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices
Abstract
:1. Introduction
2. Related Work
2.1. Reconfigurable Interfaces and Controllers
2.2. Deployable Kinematic Structures
2.3. Scissor-like Elements (SLEs)
3. HoberUI Implementation
3.1. Hardware Implementation
3.1.1. Hoberman Sphere
3.1.2. Input Sensing
- Shape state: The shape state of the Hoberman sphere is described by its diameter. This can be described by measuring the angle between the rigid links that constitute any of the SLEs of the Hoberman sphere. We used a single-turn potentiometer to measure this angle. The mechanical assembly (see Figure 3) consists of two rigid elements attached to adjacent hinge-points and forming a SLE linked together by the potentiometer as the hinge axis.As an isokinetic structure, the change in shape state of HoberUI always produces an exact parametric change in the potentiometer resistance. The micro:bit senses the change in resistance via one of its onboard analogue input pins. We also considered alternatives like a Force Sensitive Resistor (FSR), bend sensors and rotary encoders. However, we chose the SLE-mounted potentiometer as it presented as a more elegant solution.
- Orientation: Orientation is sensed using a sensor-fusion approach inspired by Birdy [42] and PALLA [43]. The micro:bit provides tri-axis accelerometer and magnetometer readings based on the relative orientation of the micro:bit. We compute the orientation using the assumption that in the steady state, the only force acting on the accelerometer is gravity. In the default “upright” state, the gravity vector is parallel to the -Z axis of the micro:bit and has a fixed magnitude. When the HoberUI device is rotated, the accelerometer output changes. We can infer the axis angle of orientation as the transform needed to re-align the gravity vector from the -Z axis to the current accelerometer vector. This computation works for detecting orientation while the current accelerometer vector’s magnitude is within a threshold of the original fixed magnitude. The magnetometer provides the additional DoFs needed to resolve rotation when the rotation axis is parallel to the gravity vector.
- Position: When the user performs translation of the HoberUI device (i.e., a heave gesture), they exert a detectable force on the HoberUI device. This force alters the magnitude of the accelerometer vector. If this magnitude exceeds a fixed threshold, we treat it as a change in position. We compute the direction of motion by treating the current accelerometer vector as a sum of the last detected gravity vector (known at the start of the gesture) and the accelerometer’s response to the movement. The duration of the movement integrated with the magnitude of acceleration can be used to infer an approximation of the position. This approach is adequate to detect a heave action. Within the 6DoF motion literature, heave is one of the three named position-related movements. However, in the context of our discussion, all three movements are referred to as heave. A higher-precision DoF sensor could detect precise position if essential for the target application.
3.2. Sensor Mounting
3.3. Software Implementation
Input Processing
4. Interacting with HoberUI
4.1. Mapping Physical Action to 3D Environments
4.2. Solar System Demostrator Application
5. User Study
5.1. Participants
5.2. Procedure
- To rotate and scale the solar system;
- To make the planet Uranus the size of the Sun or bigger;
- To simulate a Solar eclipse by moving the Earth so the moon blocks the sun;
- To move the planet Neptune closer to the Sun.
5.3. Data Analysis
5.4. Results
5.4.1. Overall Impression of the Device
5.4.2. Physical Properties of HoberUI
5.4.3. UX of Physical Features Mapping to Virtual Actions
5.4.4. Suggestions for Improvements and Alternatives
5.5. Likert Scale Results
6. Discussion
6.1. Limitations
6.2. Future Directions
6.2.1. Mini and Macro HoberUIs
6.2.2. Generalization to Other Applications
6.2.3. Generalization to Kinematic Configurations
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Razevicius, G.; Roudaut, A.; Karnik, A. HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices. Multimodal Technol. Interact. 2024, 8, 13. https://doi.org/10.3390/mti8020013
Razevicius G, Roudaut A, Karnik A. HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices. Multimodal Technologies and Interaction. 2024; 8(2):13. https://doi.org/10.3390/mti8020013
Chicago/Turabian StyleRazevicius, Gvidas, Anne Roudaut, and Abhijit Karnik. 2024. "HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices" Multimodal Technologies and Interaction 8, no. 2: 13. https://doi.org/10.3390/mti8020013
APA StyleRazevicius, G., Roudaut, A., & Karnik, A. (2024). HoberUI: An Exploration of Kinematic Structures as Interactive Input Devices. Multimodal Technologies and Interaction, 8(2), 13. https://doi.org/10.3390/mti8020013