Skip to main content

Tangible Stickers: A Sensor Based Tangible User Interface

  • Conference paper
  • First Online:
Virtual Reality and Augmented Reality (EuroVR 2019)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 11883))

Included in the following conference series:

  • 1656 Accesses

Abstract

In this paper we present the Tangible Stickers, a tangible interface framework which is based on small devices that include Inertial Measurement Units (IMU) sensors, such as gyroscopes and accelerometers. These Tangible Input Devices (TID) are attached to physical objects turning them into input devices, which transmit the sensed data wirelessly to a paired server. The server maintains the states of its paired devices in a stateful manner and expose these devices with their state to interactive applications connected to the server. These applications interact with the paired devices and augment their attached physical objects creating a tangible user interface. Our framework enables an application developer to easily incorporate a tangible interface into their applications, which communicate with the server to receive the state of these devices, and update the state of their digital counterparts. We have implemented the proposed framework, tested our implementation on various scenarios and conducted a user study, whose results were encouraging.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 59.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 74.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Benko, H., Ishak, E.W., Feiner, S.: Cross-dimensional gestural interaction techniques for hybrid immersive environments. In: 2005 IEEE Proceedings on Virtual Reality (VR 2005), pp. 209–216. IEEE (2005)

    Google Scholar 

  2. Chi, H.L., Kang, S.C., Wang, X.: Research trends and opportunities of augmented reality applications in architecture, engineering, and construction. Autom. Constr. 33, 116–122 (2013)

    Article  Google Scholar 

  3. Dünser, A., Grasset, R., Billinghurst, M.: A survey of evaluation techniques used in augmented reality studies. Human Interface Technology Laboratory New Zealand (2008)

    Google Scholar 

  4. Google: Tango (2014). https://developers.google.com/tango/

  5. Grasset, R., Boissieux, L., Gascuel, J.D., Schmalstieg, D.: Interactive mediated reality. In: Proceedings of the Sixth Australasian conference on User interface-Volume 40, pp. 21–29. Australian Computer Society, Inc. (2005)

    Google Scholar 

  6. Kaufmann, H.: Collaborative augmented reality in education. Institute of Software Technology and Interactive Systems, Vienna University of Technology (2003)

    Google Scholar 

  7. Kaufmann, H., Schmalstieg, D.: Designing immersive virtual reality for geometry education. In: IEEE Virtual Reality Conference (VR 2006), pp. 51–58. IEEE (2006)

    Google Scholar 

  8. Lee, W., Park, J.: Augmented foam: a tangible augmented reality for product design. In: Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR 2005), pp. 106–109. IEEE (2005)

    Google Scholar 

  9. Leap Motion: Leap motion (2019). https://www.leapmotion.com/product/vr

  10. Oculus: Oculus touch (2019). https://www.oculus.com/accessories/

  11. Regenbrecht, H., Baratoff, G., Wilke, W.: Augmented reality projects in the automotive and aerospace industries. IEEE Comput. Graph. Appl. 25(6), 48–56 (2005)

    Article  Google Scholar 

  12. Unity3D: Unity3D (2019). https://unity3d.com/

  13. Von Itzstein, G.S., Billinghurst, M., Smith, R.T., Thomas, B.H.: Augmented reality entertainment: taking gaming out of the box. In: Lee, N. (ed.) Encyclopedia of Computer Graphics and Games, pp. 1–9. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-08234-9

    Chapter  Google Scholar 

  14. Watanabe, R., Itoh, Y., Asai, M., Kitamura, Y., Kitamura, Y., Kishino, F., Kikuchi, H.: The soul of activecube: implementing a flexible, multimodal, three-dimensional spatial tangible interface. Comput. Entertain. (CIE) 2(4), 15 (2004)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jihad El-Sana .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Zatulovsky, D., El-Sana, J. (2019). Tangible Stickers: A Sensor Based Tangible User Interface. In: Bourdot, P., Interrante, V., Nedel, L., Magnenat-Thalmann, N., Zachmann, G. (eds) Virtual Reality and Augmented Reality. EuroVR 2019. Lecture Notes in Computer Science(), vol 11883. Springer, Cham. https://doi.org/10.1007/978-3-030-31908-3_19

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-31908-3_19

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-31907-6

  • Online ISBN: 978-3-030-31908-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics