The Proxemic Brainstorming application

Feb 15, 2011

The Proxemic Brainstorming application is a collaborative system for editing, sharing and discussing virtual sticky notes. Every person has a mobile tablet computer that can be used with a stylus as an input device. A large shared display with touch input capabilities supports collaboration.
All these devices are interconnected over a wireless network. The application knows about the position of the furniture and the complete room layout and accurately tracks people and their tablet computers using a Vicon Infrared tracking system.
This fully functional prototype was created to show off possible interaction techniques based on proximity and orientation between people, their environment and digital devices. While the used technology is pretty expensive and chunky, new entertainment trends like Microsofts Kinect let us believe, that a scenario like this could soon invade to our living rooms.
This project was conducted at the Interactions Lab at the University of Calgary in Collaboration with Nicolai Marquardt and Saul Greenberg. For further information see chapter 4 of my thesis.

PUBLICATION

Ballendat, T. (2011) Visualization of and Interaction with Digital Devices around Large Surfaces as a Function of Proximity

Diplom thesis, Dept Institut fur Informatik, Ludwig-Maximilians-Universitat Munchen, Munich, Germany, February. Supervisors: Nicolai Marquardt and Saul Greenberg, Professor in charge: Andreas Butz.

Marquardt, N., Ballendat, T., Boring, S., Greenberg, S. and Hinckley, K. (2012) Gradual Engagement between Digital Devices as a Function of Proximity: From Awareness to Progressive Reveal to Information Transfer.

In Proceedings of Interactive Tabletops a& Surfaces - ACM ITS. (Boston, USA), ACM Press, 10 pages, November 11-14.

VIDEO

Proxemic Photo Canvas

Feb 01, 2011

The Proxemic Photo Canvas project is part of my thesis work on Proxemic Interaction.
This fully functional prototype was created to show off possible interaction techniques based on proximity and orientation between people, their environment and digital devices.
The room is equipped with a Vicon Infrared tracking system which provides information about the exact position and orientation of people and devices. The digital camera, the interactive surface and the digital pictureframe can exchange data via a WiFi network.
This project was conducted at the Interactions Lab at the University of Calgary in Collaboration with Nicolai Marquardt and Saul Greenberg. For further information see chapter 4 of my thesis.

PUBLICATION

Ballendat, T. (2011) Visualization of and Interaction with Digital Devices around Large Surfaces as a Function of Proximity

Diplom thesis, Dept Institut fur Informatik, Ludwig-Maximilians-Universitat Munchen, Munich, Germany, February. Supervisors: Nicolai Marquardt and Saul Greenberg, Professor in charge: Andreas Butz.

Marquardt, N., Ballendat, T., Boring, S., Greenberg, S. and Hinckley, K. (2012) Gradual Engagement between Digital Devices as a Function of Proximity: From Awareness to Progressive Reveal to Information Transfer.

In Proceedings of Interactive Tabletops a& Surfaces - ACM ITS. (Boston, USA), ACM Press, 10 pages, November 11-14.

VIDEO

Proxemic Pong game

Jan 05, 2011

Proxemic Pong is a variation of the Atari Pong game from 1972. It is suited for one or two players and is entirely controlled through body movements. Peoples movements are tracked with a Vicon Motion capturing system using the Proximity Toolkit. Entering the room starts a one player game and side-to-side body movements control the pong paddle. When a second player enters, a pong paddle is instatly created for him and the game continues by turn taking. Approaching the screen triggers an edit mode where players can modify the shape of their paddle by using direct touch. Now the ball bounces according to the new shape. Sitting down on the couch pauses the game.
Our cover article in the ACM interaction magazine talks about how this game exploits Proxemics in an ubiquitous computing environment.
As a follow up I ported the game to work with a Microsoft Kinect sensor using OpenNI. Behind the curtain I use the Farseer physics engine and Robby Ingebretsens Silverlight particle generator to get amazing fire effects.

PUBLICATION

Greenberg, S., Marquardt, N., Ballendat, T., Diaz-Marino, R. and Wang, M. (2011) Proxemic Interactions: The New Ubicomp?

ACM Interactions, 18(1):42-50. ACM, January-February. Invited cover story.

Ballendat, T. (2011) Visualization of and Interaction with Digital Devices around Large Surfaces as a Function of Proximity

Diplom thesis, Dept Institut fur Informatik, Ludwig-Maximilians-Universitat Munchen, Munich, Germany, February. Supervisors: Nicolai Marquardt and Saul Greenberg, Professor in charge: Andreas Butz.

LINK

VIDEO

Proxemic Media Player

Feb 01, 2010

The Proxemic Media Player is an application for the future living room. It reacts to the proximity of people and devices in the room, thereby considering four proxemic dimensions: position, orientation, identity and movement. The application reacts to implicit actions like entering the room, approaching the screen, taking a phone call or reading a magazine and adopts the interface appropriately; It can also be explicitly controlled either by using touch when a person stands close to the TV screen or by pointing at the screen from a distance using an everyday object like a phone or a pen.
Bill Buxton showed the first prototype of this application in his keynote at ITS 2009 in Banff as an example for interaction in the future.
Together with Nicolai Marquardt and Saul Greenberg I published a paper about our concept of Proxemic Interaction illustrated through this media player. We presented it at the ACM Interacitve Tabletops and Surfaces 2010 conference in Saarbrücken and received the Best Paper Award.

PUBLICATION

Ballendat, T., Marquardt, N. and Greenberg, S. (2010) Proxemic Interaction: Designing for a Proximity and Orientation-Aware Environment.

In Proceedings of the ACM Conference on Interactive Tabletops and Surfaces - ACM ITS'2010. (Saarbruecken, Germany), ACM Press, 10 pages, November 7-10. BEST PAPER AWARD

LINKS

VIDEO

Spybuster

Oct 01, 2008

Spybuster is a community based tagging platform for privacy threats. People can see a radar on their mobile phones, that shows privacy threats in their surrounding area. Those threats can be surveillance cameras, RFID readers or biometric scanners. As the whole platform is community-based, I it is possible to add threats or make comments either using the application on a mobile device or on a web-platform. This group project is the outcome of the Development of Media Systems course at the LMU. It was developed using JavaME on the mobile device together with a php/MySQL server and a web-interface. We published a poster at the MobileHCI 2008 in Amsterdam, the Netherlands.

PUBLICATION

Kiemer, J., Ballendat, T., Langer, T., Zhang, W., and De Luca, A. 2008. Spybuster - a community-based privacy tagging platform.

In Proceedings of the 10th international Conference on Human Computer interaction with Mobile Devices and Services (Amsterdam, The Netherlands, September 02 - 05, 2008). MobileHCI '08. ACM, New York, NY