two dimensions, providing an additional feedback loop for computer
output, and helping to resolve
inconsistencies that otherwise
arise from the computer’s inability
to move objects on the table.
2.5-D deformable/transformable
continuous tangibles (digital clay). A
fundamental limitation of previous
TUIs, such as Urp, was the lack of
capability to change the forms of
tangible representations during the
interactions. Users had to use predefined, finite sets of fixed-form
objects, changing only the spatial
relationships among them, not
the form of the individual objects
themselves. Instead of using predefined, discrete objects with fixed
forms, a new type of TUI system
that utilizes continuous tangible
materials, such as clay and sand,
was developed for rapid form creation and sculpting for landscape
design. Examples are Illuminating
Clay [ 13] and SandScape. Later,
this type of interface was applied
to the browsing of 3-D volumetric
data in the Phoxel-Space project.
Relief was created to explore
direct and tangible interactions
with an actuated 2.5-D shape display and to provide a kinetic memory of the forms and dynamic transformation capabilities. Recompose
added midair gestures to direct
touch to enable users to create
forms (sculpt digital clay), and
allowed us to explore a new form of
interaction with 3-D tangible information using our bodies [ 14].
Antigravity tangibles. Actuated
and transformable tangible interfaces have demonstrated a tangible
world that is more dynamic and
computer controllable, overcoming
the limitations of atoms’ rigidity.
The most fundamental constraint
of tangibles comes from the gravity that governs our interaction
with the physical world. The ZeroN
see
update material
to sync with the
digital model
touch or
gesture
material
transforms
by itself
user gives form
or instructions
update
underlying
model
user
constraints
constraints
factory
constraints
• Figure 3. Interactions with radical atoms.
project [ 15] explores how removing
the gravity from the physical world
will alter our interaction with it
(see sidebar on page 46). Although
we focus on the transformable
capability of materials in this
article, we envision that the future
of Radical Atoms would incorporate advanced capabilities, such as
antigravity levitation or syncing
forms among distributed copies
(like in Touch [ 6]).
Concept of Radical Atoms
Radical Atoms is our vision for
human interactions with dynamic
physical materials that are computationally transformable and
reconfigurable. Radical Atoms is
based on a hypothetical, extremely
malleable, and dynamic physical material that is bidirectionally
coupled with an underlying digital model (bits) so that dynamic
changes of the physical form can
be reflected in the digital states in
real time, and vice-versa.
To utilize dynamic affordance
as a medium for representation
while allowing bidirectional input
to control the shape and thus the
underlying computational model,
we envision that Radical Atoms
should fulfill the following three
requirements:
• Transform its shape to reflect
underlying computational state
and user input;
January + February 2012