Augmented Physics: Creating Interactive and Embedded Physics Simulations from Static Textbook DiagramsWe introduce Augmented Physics, a machine learning-integrated authoring tool designed for creating embedded interactive physics simulations from static textbook diagrams. Leveraging recent advancements in computer vision, such as Segment Anything and Multi-modal LLMs, our web-based system enables users to semi-automatically extract diagrams from physics textbooks and generate interactive simulations based on the extracted content. These interactive diagrams are seamlessly integrated into scanned textbook pages, facilitating interactive and personalized learning experiences across various physics concepts, such as optics, circuits, and kinematics. Drawing from an elicitation study with seven physics instructors, we explore four key augmentation strategies: 1) augmented experiments, 2) animated diagrams, 3) bi-directional binding, and 4) parameter visualization. We evaluate our system through technical evaluation, a usability study (N=12), and expert interviews (N=12). Study findings suggest that our system can facilitate more engaging and personalized learning experiences in physics education.2024AGAditya Gunturu et al.Geospatial & Map VisualizationProgramming Education & Computational ThinkingSTEM Education & Science CommunicationUIST
SHAPE-IT: Exploring Text-to-Shape-Display for Generative Shape-Changing Behaviors with LLMsThis paper introduces text-to-shape-display, a novel approach to generating dynamic shape changes in pin-based shape displays through natural language commands. By leveraging large language models (LLMs) and AI-chaining, our approach allows users to author shape-changing behaviors on demand through text prompts without programming. We describe the foundational aspects necessary for such a system, including the identification of key generative elements (primitive, animation, and interaction) and design requirements to enhance user interaction, based on formative exploration and iterative design processes. Based on these insights, we develop SHAPE-IT, an LLM-based authoring tool for a 24 x 24 shape display, which translates the user's textual command into executable code and allows for quick exploration through a web-based control interface. We evaluate the effectiveness of SHAPE-IT in two ways: 1) performance evaluation and 2) user evaluation (N= 10). The study conclusions highlight the ability to facilitate rapid ideation of a wide range of shape-changing behaviors with AI. However, the findings also expose accuracy-related challenges and limitations, prompting further exploration into refining the framework for leveraging AI to better suit the unique requirements of shape-changing systems.2024WQWanli Qian et al.Electrical Muscle Stimulation (EMS)Shape-Changing Interfaces & Soft Robotic MaterialsUIST
RealityEffects: Augmenting 3D Volumetric Videos with Object-Centric Annotation and Dynamic Visual EffectsThis paper introduces RealityEffects, a desktop authoring interface designed for editing and augmenting 3D volumetric videos with object-centric annotations and visual effects. RealityEffects enhances volumetric capture by introducing a novel method for augmenting captured physical motion with embedded, responsive visual effects, referred to as object-centric augmentation. In RealityEffects, users can interactively attach various visual effects to physical objects within the captured 3D scene, enabling these effects to dynamically move and animate in sync with the corresponding physical motion and body movements. The primary contribution of this paper is the development of a taxonomy for such object-centric augmentations, which includes annotated labels, highlighted objects, ghost effects, and trajectory visualization. This taxonomy is informed by an analysis of 120 edited videos featuring object-centric visual effects. The findings from our user study confirm that our direct manipulation techniques lower the barriers to editing and annotating volumetric captures, thereby enhancing interactive and engaging viewing experiences of 3D volumetric videos.2024JLJian Liao et al.Video Production & Editing3D Modeling & AnimationDIS
CollageVis: Rapid Previsualization Tool for Indie Filmmaking using Video CollagesPrevisualization, previs, is essential for film production, allowing cinematographic experiments and effective collaboration. However, traditional previs methods like 2D storyboarding and 3D animation require substantial time, cost, and technical expertise, posing challenges for indie filmmakers. We introduce CollageVis, a rapid previsualization tool using video collages. CollageVis enables filmmakers to create previs through two main user interfaces. First, it automatically segments actors from videos and assigns roles using name tags, color filters, and face swaps. Second, it positions video layers on a virtual stage and allows users to record shots using mobile as a proxy for a virtual camera. These features were developed based on formative interviews by reflecting indie filmmakers’ needs and working methods. We demonstrate the system’s capability by replicating seven film scenes and evaluate the system’s usability with six indie filmmakers. The findings indicate that CollageVis allows more flexible yet expressive previs creation for idea development and collaboration.2024HJHye-Young Jo et al.Chung-Ang UniversityVideo Production & Editing3D Modeling & AnimationCHI
3D Printing Locally Activated Visual-Displays Embedded in 3D Objects via Electrically Conductive and Thermochromic Materials3D printed displays promise to create unique visual interfaces for physical objects. However, current methods for creating 3D printed displays either require specialized post-fabrication processes (e.g., electroluminescence spray and silicon casting) or function as passive elements that simply react to environmental factors (e.g., body and air temperature). These passive displays offer limited control over when, where, and how the colors change. In this paper, we introduce ThermoPixels, a method for designing and 3D printing actively controlled and visually rich thermochromic displays that can be embedded in arbitrary geometries. We investigate the color-changing and thermal properties of thermochromic and conductive filaments. Based on these insights, we designed ThermoPixels and an accompanying software tool that allows embedding ThermoPixels in arbitrary 3D geometries, creating displays of various shapes and sizes (flat, curved, or matrix displays) or displays that embed textures, multiple colors, or that are flexible.2024KMKongpyung (Justin) Moon et al.KAISTDesktop 3D Printing & Personal FabricationCustomizable & Personalized ObjectsCHI
IntentAR: Immersive Authoring of Condition-based AR Robot VisualisationsWe introduce RoboVisAR, an immersive augmented reality (AR) authoring tool to create in-situ robot visualisations. AR robot visualisations such as the robot’s path, status, and safety zones has shown to benefit human-robot collaboration. However, creating custom AR visualisations requires extensive skills in both robotics and AR programming. RoboVisAR allow users to create custom AR robot visualisations without programming. By recording an example robot program behavior, users can create and test custom visualisations in-situ within a mixed reality environment. RoboVisAR supports six types of visualisations; path, point-of-interest, safety zone, robot state, message, and force/torque. Furthermore, RoboVisAR supports four types of conditions; robot state, proximity, inside-box, and force/torque. Their features enable the users to easily combine different visualisations on demand to make the context-aware assistant without visual clutter. An expert user study with three participants suggests that users generally appreciate the customizability of the visualisation and they easily create robot visualisations in less than ten minutes.2024RLRasmus Skovhus Lunding et al.Mixed Reality WorkspacesSocial Robot InteractionTeleoperation & TelepresenceHRI
Augmented Math: Authoring AR-Based Explorable Explanations by Augmenting Static Math TextbooksWe introduce Augmented Math, a machine learning-based approach to authoring AR explorable explanations by augmenting static math textbooks without programming. To augment a static document, our system first extracts mathematical formulas and figures from a given document using optical character recognition (OCR) and computer vision. By binding and manipulating these extracted contents, the user can see the interactive animation overlaid onto the document through mobile AR interfaces. This empowers non-technical users, such as teachers or students, to transform existing math textbooks and handouts into on-demand and personalized explorable explanations. To design our system, we first analyzed existing explorable math explanations to identify common design strategies. Based on the findings, we developed a set of augmentation techniques that can be automatically generated based on the extracted content, which are 1) dynamic values, 2) interactive figures, 3) relationship highlights, 4) concrete examples, and 5) step-by-step hints. To evaluate our system, we conduct two user studies: preliminary user testing and expert interviews. The study results confirm that our system allows more engaging experiences for learning math concepts.2023NCNeil Chulpongsatorn et al.AR Navigation & Context AwarenessK-12 Digital Education ToolsSTEM Education & Science CommunicationUIST
HoloBots: Augmenting Holographic Telepresence with Mobile Robots for Tangible Remote Collaboration in Mixed RealityThis paper introduces HoloBots, a mixed reality remote collaboration system that augments holographic telepresence with synchronized mobile robots. Beyond existing mixed reality telepresence, HoloBots lets remote users not only be visually and spatially present, but also \textit{physically} engage with local users and their environment. HoloBots allows the users to touch, grasp, manipulate, and interact with the remote physical environment as if they were co-located in the same shared space. We achieve this by synchronizing holographic user motion (Hololens 2 and Azure Kinect) with tabletop mobile robots (Sony Toio). Beyond the existing physical telepresence, HoloBots contributes to an exploration of broader design space, such as object actuation, virtual hand physicalization, world-in-miniature exploration, shared tangible interfaces, embodied guidance, and haptic communication. We evaluate our system with twelve participants by comparing it with hologram-only and robot-only conditions. Both quantitative and qualitative results confirm that our system significantly enhances the level of co-presence and shared experience, compared to the other conditions.2023KIKeiichi Ihara et al.Teleoperated DrivingMixed Reality WorkspacesTeleoperation & TelepresenceUIST
RealityCanvas: Augmented Reality Sketching for Embedded and Responsive Scribble Animation EffectsWe introduce RealityCanvas, a mobile AR sketching tool that can easily augment real-world physical motion with responsive hand-drawn animation. Recent research in AR sketching tools has enabled users to not only embed static drawings into the real world but also dynamically animate them with physical motion. However, existing tools often lack the flexibility and expressiveness of possible animations, as they primarily support simple line-based geometry. To address this limitation, we explore both expressive and improvisational AR sketched animation by introducing a set of responsive scribble animation techniques that can be directly embedded through sketching interactions: 1) object binding, 2) flip-book animation, 3) action trigger, 4) particle effects, 5) motion trajectory, and 6) contour highlight. These six animation effects were derived from the analysis of 172 existing video-edited scribble animations. We showcase these techniques through various applications, such as video creation, augmented education, storytelling, and AR prototyping. The results of our user study and expert interviews confirm that our tool can lower the barrier to creating AR-based sketched animation, while allowing creative, expressive, and improvisational AR sketching experiences.2023ZXZhijie Xia et al.AR Navigation & Context AwarenessInteractive Narrative & Immersive StorytellingUIST
Physica: Interactive Tangible Physics Simulation based on Tabletop Mobile Robots towards Explorable Physics EducationIn this paper, we introduce Physica, a tangible physics simulation system and approach based on tabletop mobile robots. In Physica, each tabletop robot can physically represent distinct simulated objects that are controlled through an underlying physics simulation, such as gravitational force, molecular movement, and spring force. It aims to bring the benefits of tangible and haptic interaction into explorable physics learning, which was traditionally only available on screen-based interfaces. The system utilizes off-the-shelf mobile robots (Sony Toio) and an open-source physics simulation tool (Teilchen). Built on top of them, we implement the interaction software pipeline that consists of 1) an event detector to reflect tangible interaction by users, and 2) target speed control to minimize the gap between the robot motion and simulated moving objects. To present the potential for physics education, we demonstrate various application scenarios that illustrate different forms of learning using Physica. In our user study, we investigate the effect and the potential of our approach through a perception study and interviews with physics educators.2023JLJiatong Li et al.Interactive Data VisualizationSTEM Education & Science CommunicationDesktop 3D Printing & Personal FabricationDIS
Sketched Reality: Sketching Bi-Directional Interactions Between Virtual and Physical Worlds with AR and Actuated Tangible UIThis paper introduces Sketched Reality, an approach that com- bines AR sketching and actuated tangible user interfaces (TUI) for bi-directional sketching interaction. Bi-directional sketching enables virtual sketches and physical objects to “affect” each other through physical actuation and digital computation. In the exist- ing AR sketching, the relationship between virtual and physical worlds is only one-directional — while physical interaction can affect virtual sketches, virtual sketches have no return effect on the physical objects or environment. In contrast, bi-directional sketch- ing interaction allows the seamless coupling between sketches and actuated TUIs. In this paper, we employ tabletop-size small robots (Sony Toio) and an iPad-based AR sketching tool to demonstrate the concept. In our system, virtual sketches drawn and simulated on an iPad (e.g., lines, walls, pendulums, and springs) can move, actuate, collide, and constrain physical Toio robots, as if virtual sketches and the physical objects exist in the same space through seamless coupling between AR and robot motion. This paper contributes a set of novel interactions and a design space of bi-directional AR sketching. We demonstrate a series of potential applications, such as tangible physics education, explorable mechanism, tangible gaming for children, and in-situ robot programming via sketching.2022HKHiroki Kaimoto et al.Automated Driving Interface & Takeover DesignShape-Changing Interfaces & Soft Robotic MaterialsAR Navigation & Context AwarenessUIST
RealityTalk: Real-time Speech-driven Augmented Presentation for AR Live StorytellingWe present RealityTalk, a system that augments real-time live presentations with speech-driven interactive virtual elements. Augmented presentations leverage embedded visuals and animation for engaging and expressive storytelling. However, existing tools for live presentations often lack interactivity and improvisation, while creating such effects in video editing tools require significant time and expertise. RealityTalk enables users to create live augmented presentations with real-time speech-driven interactions. The user can interactively prompt, move, and manipulate graphical elements through real-time speech and supporting modalities. Based on our analysis of 177 existing video-edited augmented presentations, we propose a novel set of interaction techniques and then incorporated them into RealityTalk. We evaluate our tool from a presenter’s perspective to demonstrate the effectiveness of our system.2022JLJian Liao et al.AR Navigation & Context AwarenessInteractive Narrative & Immersive StorytellingUIST
Mixels: Fabricating Interfaces using Programmable Magnetic PixelsIn this paper, we present Mixels, programmable magnetic pixels that can be rapidly fabricated using an electromagnetic printhead mounted on an off-the-shelve 3-axis CNC machine. The ability to program magnetic material pixel-wise with varying magnetic force enables Mixels to create new tangible, tactile, and haptic interfaces. To facilitate the creation of interactive objects with Mixels, we provide a user interface that lets users specify the high-level magnetic behavior and that then computes the underlying magnetic pixel assignments and fabrication instructions to program the magnetic surface. Our custom hardware add-on based on an electromagnetic printhead and hall effect sensor clips onto a standard 3-axis CNC machine and can both write and read magnetic pixel values from magnetic material. Our evaluation shows that our system can reliably program and read magnetic pixels of various strengths, that we can predict the behavior of two interacting magnetic surfaces before programming them, that our electromagnet is strong enough to create pixels that utilize the maximum magnetic strength of the material being programmed, and that this material remains magnetized when removed from the magnetic plotter.2022MNMartin Nisser et al.EV Charging & Eco-Driving InterfacesShape-Changing Interfaces & Soft Robotic MaterialsCircuit Making & Hardware PrototypingUIST
Augmented Reality and Robotics: A Survey and Taxonomy for AR-enhanced Human-Robot Interaction and Robotic InterfacesThis paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers. Augmented and mixed reality (AR/MR) have emerged as a new way to enhance human-robot interaction (HRI) and robotic interfaces (e.g., actuated and shape-changing interfaces). Recently, an increasing number of studies in HCI, HRI, and robotics have demonstrated how AR enables better interactions between people and robots. However, often research remains focused on individual explorations and key design strategies, and research questions are rarely analyzed systematically. In this paper, we synthesize and categorize this research field in the following dimensions: 1) approaches to augmenting reality; 2) characteristics of robots; 3) purposes and benefits; 4) classification of presented information; 5) design components and strategies for visual augmentation; 6) interaction techniques and modalities; 7) application domains; and 8) evaluation strategies. We formulate key challenges and opportunities to guide and inform future research in AR and robotics.2022RSRyo Suzuki et al.University of CalgaryAR Navigation & Context AwarenessSocial Robot InteractionHuman-Robot Collaboration (HRC)CHI
HapticBots: Distributed Encountered-type Haptics for VR with Multiple Shape-changing Mobile RobotsHapticBots introduces a novel encountered-type haptic approach for Virtual Reality (VR) based on multiple tabletop-size shape-changing robots. These robots move on a tabletop and change their height and orientation to haptically render various surfaces and objects on-demand. Compared to previous encountered-type haptic approaches like shape displays or robotic arms, our proposed approach has an advantage in deployability, scalability, and generalizability---these robots can be easily deployed due to their compact form factor. They can support multiple concurrent touch points in a large area thanks to the distributed nature of the robots. We propose and evaluate a novel set of interactions enabled by these robots which include: 1) rendering haptics for VR objects by providing just-in-time touch-points on the user's hand, 2) simulating continuous surfaces with the concurrent height and position change, and 3) enabling the user to pick up and move VR objects through graspable proxy objects. Finally, we demonstrate HapticBots with various applications, including remote collaboration, education and training, design and 3D modeling, and gaming and entertainment.2021RSRyo Suzuki et al.Mid-Air Haptics (Ultrasonic)Mixed Reality WorkspacesImmersion & Presence ResearchUIST