Automorph: Bringing Rigor to the Creation of Morphing Interactive Devices
Automorph: Bringing Rigor to the Creation of Morphing Interactive Devices
批准号:
EP/P004342/1
负责人:
Anne Roudaut
金额:
$11.38万
依托单位:
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2016
资助国家:
英国
项目状态:
已结题
起止时间:
2016 至 --
中文摘要
今天,手机和平板电脑的数量几乎和地球上的人口一样多。这是世界机动车保有量的7倍多。因此,令人惊讶的是,交互设备行业仍然处于如此初级的状态,例如依靠制造商的直觉来选择设备的形状-一个静态的平面长方形,类似于一块砖。相比之下,自1879年第一辆奔驰汽车问世以来,汽车工业取得了长足的进步。它现在拥有勤奋的模型(流体力学)、系统工具(模拟软件、风洞)和方法(复合铺层),为创造过程带来了严谨和创新,使许多系统(如汽车、风力涡轮机)中使用的智能结构和变形材料得以生产。我们认为,现在已经到了给交互设备行业带来类似严格要求的时候了,以便创造出不仅适合人类交互,而且利用一些基础科学的进步来创造汽车的手机、平板电脑或其他设备(例如,图1使用形状记忆合金的可重新配置的触摸屏)。这种革命可能从根本上改变交互设备的市场,不仅改变它们的形状,使其完全适应人类的形态,而且还能够实现变形能力:当启动游戏时,手机会弯曲边缘,以便于用两只手抓住;在写电子邮件时,平板电脑表面会变成键盘,以改进触摸打字;在教授大陆形成的过程中,孩子们会与受驱动的表面进行物理互动,并塑造受驱动的表面,以体验地质力的影响。这些例子只是在我们可以与变形交互设备交互的方式方面触及到了皮毛。这可以从根本上改变我们与计算机交互的方式,使它们具有通用性,使它们能够自然地适应用户。然而,尽管在先进材料方面取得了巨大突破,但变形交互设备的实现还很遥远。问题是,工具和方法仅限于汽车行业,专注于大规模系统,而不是小规模系统,其结果是没有材料工程专业知识的研究人员无法获得的。更重要的是,整个设计过程需要深刻的反思,因为基础模型不再适用(例如流体力学)。相反,我们需要更复杂的人类互动模型,不仅包括互动的物理方面(运动),还包括人类的认知和感知。这样的模型不仅有助于为互动设备行业创造工具和方法,还有助于前所未有地理解形状是如何提供负担的(物体的质量告诉我们它想要如何使用,以及它如何帮助我们使用它),从而释放人类的互动潜力。
英文摘要
Today there are almost as many mobile phones and tablets as there are people on the earth. This is seven times more than the number of motor vehicles in the world. It is thus surprising that the industry of interactive device is still as such an elementary state, e.g. relying on manufacturer's gut feeling to choose the shape of devices - a static and planar rectangle resembling a brick. In comparison the automobile industry has made considerable advances since the first Benz Motor Car in 1879. It now has diligent models (fluid mechanics), systematic tools (simulation software, wind tunnels) and methods (composite lay-up) that brought rigor and innovation to the creation process, allowing the production of intelligent structures and morphing materials used in many systems (e.g. cars, wind turbines). We believe that time has come to bring similar rigor to the industry of interactive device in order to create phones, tablets or other devices that are not only adapted to human interaction but also exploit the advances made in some of the fundamental sciences used to create automotive (e.g. Fig.1 a reconfigurable touchscreen using Shape Memory Alloys).Such revolution could fundamentally transfigure the market of interactive devices, not only changing their shapes to be fully adapted to the human morphology, but also enabling morphing abilities: when launching a game, a phone would curl its edges to facilitate grasping with two hands; when writing an email, a tablet surface would transform into a keyboard to improve touch-typing; when teaching about the formation of continents, children would physically interact with and mould actuated surfaces in order to experience the impact of geological forces. These examples only scratch the surface in terms of ways in which we can interact with morphing interactive devices. This can radically change the way we interact with computers, making them universally versatile by endowing them with the ability to adapt themselves to the users in a natural way.However, implementation of morphing interactive devices is far off despite tremendous breakthroughs in advanced materials. The problem is that tools and methods are confined to the automotive industry, focused on large-scale systems rather than small scale ones, and whose outcomes are out-of-reach of researchers with no expertise in material engineering. More importantly the entire design process requires a profound rethinking, as the underlying models do not apply anymore (e.g. fluid mechanics). Instead we need models of human interactions that are substantially more complex, encompassing not only the physical aspects of interaction (motor) but also human cognition and perception. Such models will not only help creating tools and methods for the interactive devices industry, but also contribute an unprecedented understanding of how shapes provide affordances (quality of an object to tell us how it wants to be used and how it helps us to use it) that can unleash the humans' interactive potential.
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DOI:
10.1016/j.ijhcs.2019.07.006
发表时间:
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期刊:
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影响因子:
5.4
作者:
[Cano C]
通讯作者:
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DOI:
--
发表时间:
2019
期刊:
影响因子:
--
作者:
[Florine Simon]
通讯作者:
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DOI:
10.1145/3427312
发表时间:
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期刊:
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影响因子:
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[Barnaby G]
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DOI:
10.1145/3196709.3196711
发表时间:
2018
期刊:
影响因子:
--
作者:
[Eardley R]
通讯作者:
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在多用户虚拟现实框架中对分子构象和动力学进行采样
DOI:
10.48550/arxiv.1801.02884
发表时间:
2018
期刊:
影响因子:
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作者:
[Connor M]
通讯作者:
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共 7 条
Digital Tattoo: Using Programmable Ink to Create On-Body Displays
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批准号:EP/X017834/1
-
项目类别:Research Grant
-
资助金额:$25.73万
-
财政年份:2023
-
负责人:Anne Roudaut
-
依托单位:
海外基金