Brent Blihovde edited Related Work.md  over 9 years ago

Commit id: eeb5a64a3708f0116a69ee460f7e12109a325e4c

deletions | additions      

       

This project spans across multiple different fields, tangible interactions, magnet based interactions, and drawing with every day objects. We have taken ideas from existing research in these areas and built on top of it.  **Tangible Interaction**  Piknik overall is focusing on creating alternative methods of interactions that use magnets embedded in real world objects. According to Tangible Bits \cite{Ishii_1997}, there are three concepts for tangible interaction: transforming surfaces into an active interface, coupling physical objects with digital information, and the use of ambient media with the digital world.   In the context of Piknik, the real world objects can be generic (e.g. a pointing device) or embedded in other objects (e.g. paintbrushes). Piknik will make use of tangible interactions by using magnets embedded in rings or paintbrushes.  

"Tangible Meets Gestural" (**cite paper**) mentions the value of learning and thinking is greater when using physical objects. Touching physical objects can help children learn how to count and keep track of their activities. We will use the findings of this paper help us create physical objects to allow users to draw with (e.g. paint brushes).  **Magnet Based Interactions**  Gestures made in 3D Space is unique to every user. If two users made box like gestures over the phone, both of their gestures would be somewhat different. This is due to users not being able to reproduce each others gestures in 3D space within a certain threshold \cite{Sahami_Shirazi_2012}. As we are developing this application, we need to take into account this threshold to be able to recognize certain swipe gestures across all users.  **Drawing with Everyday Objects**  In addition to allowing the user to flip through photos and rotate them, Piknik will also offer the capability of drawing on existing photos using magnets. However, instead of just using magnets, we will be embedding the magnets in styluses (acting as paintbrushes) to allow the user to have a more natural interaction with the application. "I/O Brush" \cite{Ryokai_2004} is similar idea, it is a drawing tool aimed at young children to be able to draw with everyday objects. The authors of I/O brush built a device that can select the color from anywhere in the real world and be able to paint with that color on the tablet. It molded its every day object as a brush so users can easliy create the mental mappings and seamlessly work with the every day objects.   BlowBrush (**cite paper**) is another idea that looks into into tangible painting systems using a windmill. A user can blow on the windmill to paint leaves or other objects on screen. BlowBrush used this criteria to analyze and study the effectiveness of their application. This criteria is consisted of: methaphorical ffordance, enjoyable engagement, tangible manipulation, spatial interaction, embodied facilitataion, and expressive representation. As we are developing this application, we need to look into the criteria that BlowBrush used to analyze their own system.