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<document xmlns="http://cnx.rice.edu/cnxml" xmlns:md="http://cnx.rice.edu/mdml/0.4" xmlns:bib="http://bibtexml.sf.net/" xmlns:m="http://www.w3.org/1998/Math/MathML" id="new">
  <name>Continuous Multisensory Interaction</name>
  <metadata>
  <md:version>1.1</md:version>
  <md:created>2007/01/04 07:43:31.181 US/Central</md:created>
  <md:revised>2007/02/02 04:47:34.059 US/Central</md:revised>
  <md:authorlist>
      <md:author id="drocchesso">
      <md:firstname>Davide</md:firstname>
      
      <md:surname>Rocchesso</md:surname>
      <md:email>Davide.Rocchesso@univr.it</md:email>
    </md:author>
      <md:author id="ppolotti">
      <md:firstname>Pietro</md:firstname>
      
      <md:surname>Polotti</md:surname>
      <md:email>polotti@sci.univr.it</md:email>
    </md:author>
  </md:authorlist>

  <md:maintainerlist>
    <md:maintainer id="drocchesso">
      <md:firstname>Davide</md:firstname>
      
      <md:surname>Rocchesso</md:surname>
      <md:email>Davide.Rocchesso@univr.it</md:email>
    </md:maintainer>
    <md:maintainer id="ppolotti">
      <md:firstname>Pietro</md:firstname>
      
      <md:surname>Polotti</md:surname>
      <md:email>polotti@sci.univr.it</md:email>
    </md:maintainer>
  </md:maintainerlist>
  
  <md:keywordlist>
    <md:keyword>input devices</md:keyword>
    <md:keyword>interaction design</md:keyword>
    <md:keyword>sensors and actuators</md:keyword>
  </md:keywordlist>

  <md:abstract>What is relevant when designing artefacts that react continuously to continuous actions? What are the basic dimensions and phenomena that should be exploited?</md:abstract>
</metadata>
  <content>

    <section id="background">
      <name>Background</name>

    <para id="input_devices">
      <emphasis>Input devices</emphasis> are a classic topic in
      human-computer interaction. 
      <note><link src="http://www.billbuxton.com/inputManuscript.html">Bill
      Buxton's unfinished book manuscript:</link> Human Input to
      Computer Systems: Theories, Techniques and Technology. </note>

      <note>
	  Bill Verplank's classic lecture on interaction design on <link src="http://ccrma.stanford.edu/%7Everplank/S2S/InteractionDesignSketchbook.PDF">paper</link>
      and in <link src="http://www.designinginteractions.com/interviews/BillVerplank">
      video </link>. </note>

     <table id="handles_buttons">
      <tgroup cols="2">
	<tbody>
	  <row>
	    <entry>Handles</entry>
	    <entry>Buttons</entry>
	  </row>
	  <row>
	    <entry>continuous</entry>
	    <entry>discrete</entry>
	  </row>
	</tbody>
      </tgroup>
    </table>
   </para>

    <para id="explo_perfo">
      Continuous actions can be divided into two classes(Gibson, 1979).
      <table id="explo_perfoacts">
      <tgroup cols="2">
	<tbody>
	  <row>
	    <entry>Explorative</entry>
	    <entry>Performative</entry>
	  </row>
	  <row>
	    <entry>Uncover information</entry>
	    <entry>Achieve, Express</entry>
	  </row>
	</tbody>
      </tgroup>
    </table>

    </para>

    <para id="steering">
      In the HCI context, performative actions have been studied
      quantitatively. <link src="http://en.wikipedia.org/wiki/Fitts%27_law">Fitts law</link>
      (1954) can be considered the "Law of Pointing". Pointing was
      considered as a discrete act performed using a continuous
      device, or like sending a message through a communication
      channel (in Shannon's terms). Pointing as a discrete act has
      been exploited in Graphical User Interfaces as well as in
      speech-gesture interaction (<link src="http://www.media.mit.edu/speech/papers/1980/bolt_SIGGRAPH80_put-that-there.pdf">Bolt
      1980</link>). That this is commonly believed to be the fundamental
      paradigm for "intuitive" interaction is testified by its wide use
      in the movie <link src="http://en.wikipedia.org/wiki/Minority_Report_%28film%29">
      Minority Report</link>.

      However, since the nineties some people started to look at continuous gestures in GUIs,
      like crossing targets or traversing a hierarchical cascading
      menus, and tried to model them as limits of sequences of discrete
      gestures. <link src="http://en.wikipedia.org/wiki/Accot-Zhai_steering_law">The
      steering law</link> was derived.

      Some other people looked at what is in between starting position
      and final target, and discovered that there are kinematic
      patterns in goal-directed movements (see <cnxn target="traiettorie"/>, from <link src="http://www.laps.univ-mrs.fr/cgi-bin/WebObjects/WebLaboConsultation.woa/wa/PublicationDirectAction/Publication?publication_ID=651">Bootsma,
      Fernandez, and Mottet, 2004</link>).

      <figure id="traiettorie">
	<name>Phase trajectories for goal-directed movement</name>
	<media type="image/png" src="trajectories.png">
	</media>
      </figure>

      So, there is much more behind point-like acts. See for example
      <link src="http://www.speech.kth.se/~sofiad/pdf/paper2-accents2.pdf">preparatory
      movements in drumming</link>.
 
    </para>

    <para id="aboutcontinuity">
      Before industrial revolution, most of human actions in the world
      were essentially continuous. Supposedly, continuous actions and
      gestures are more "natural" than triggers. Naturalness here
      means that control is left to the human manipulator rather than
      transferred to some machinery.

      According to the tightness of sensory feedback to the handle,
      control can be more or less direct/physical. Example: sailing
      using the tiller or the wheel to control the rudder. In the
      latter there is a decoupling that allows application of smaller
      forces.

      Any potentiometer relies on a (abstract) mental model: a map. It
      is not a very natural kind of interaction. Examples: audio
      mixer, fires in the kitchen. Our physical (mechanical) actions
      control changes in non-mechanical (acoustic, thermal,
      electromagnetic, etc.)  energy whose display is displaced from
      the locus of action.
      
    </para>

      <para id="enaction">Triggers can elicit sustained feedback, and
    the perceived behavior is sometimes that of autonomous
    life. Conversely, <emphasis>Enaction</emphasis> is based on motor
    skills. In the closed loop between perception and action the
    cause-effect relation breaks down.</para>

    <para id="laban">
	When continuous action is relevant, it is important to
	understand the "more subtle characteristics about the way a
	movement is done with respect to inner intention. The
	difference between punching someone in anger and reaching for
	a glass is slight in terms of body organization - both rely on
	extension of the arm."  (<link src="http://en.wikipedia.org/wiki/Laban_Movement_Analysis">
	Laban movement analysis</link> is a useful tool). Continuous
	action conveys an emotional content which can be organized in
	terms of kinematic variables and patterns. "Etymologically,
	the word <link src="http://en.wikipedia.org/wiki/Emotions">emotion</link> is
	a composite formed from two Latin words. e(x)/out, outward +
	motio/movement, action, gesture."
      </para>

      <note id="circumplex">
      <link src="http://www2.io.tudelft.nl/id-studiolab/research/pdfPool/1998/98HummFGRMean.pdf">The
      circumplex of emotions in (gestural) product design</link>
      </note>
    </section>

    <section id="HCI">
      <name>Human-Computer Interfaces</name>
    <para id="tokenconstraint"> <link src="http://www.cs.tufts.edu/~jacob/papers/ullmer.tochi.pdf">Token+Constraint</link>
    systems for tangible interaction with digital information
    (Tangible User Interfaces - TUI) have no notion of function
    embodied in the objects. They rather stand on: (i) objects as
    representations (of information), and (ii) physical
    manipulation. In TUIs, tokens are container+control. Constraints
    are used to reduce dimensionality and guide the actions.
      <figure id="MVC_MCRit">
	<name>MVC and MCRit interaction models</name>
	<media type="image/png" src="MVCMCRit.png">
	</media>
      </figure>
      <definition id="MVC">
	<term>MVC</term> <meaning>GUIs obey to the Model-View-Control
	scheme (see <cnxn target="MVC_MCRit"/>)</meaning>
      </definition>
      <definition id="MCRit">
	<term>MCRit</term> <meaning>TUIs obey to the
	Model-Control-Representation (intangible and tangible)
	scheme</meaning>
      </definition>
    </para>

    <para id="Shneiderman">Shneiderman's principles of <link src="http://en.wikipedia.org/wiki/Direct_manipulation">direct
    manipulation</link>:
      <list id="Sprinciples">

	<item>Continuous (persistent) representation of the object of
	interest</item>

	<item>Physical actions or labelled buttons instead of complex syntax</item>

	<item>Rapid incremental reversible operations whose impact on
	the object of interest is immediately visible.</item>
      </list>
      </para>
    </section>

    <section id="Embodiment">
      <name>Embodiment</name>
    <para id="Dourish">
      Indeed, the direct manipulation of GUIs has a level of
      indirection. Feedback is not where the action is. 

      Conversely, embodied interaction (à la <link src="http://en.wikipedia.org/wiki/Paul_Dourish">Dourish</link>)
      tends to be direct and physical.
    </para>

    <para id="disembodiment">A disembodied interface, as most of existing interfaces are,
      gives a schizoid perception and action in the world. This is
      related to the concept of <emphasis>schizophonia</emphasis>,
      coined by <link src="http://en.wikipedia.org/wiki/R._Murray_Schafer">Murray
      Schafer</link>. He has been reported to say that "It shouldn't
      be allowed to have sounds without knowing where they come from,
      so that you can destroy the source if you don't like it". Indeed,
      <link src="http://wiihaveaproblem.com/">distruction</link> seems
      to be the most compelling outcome of large-scale marketing of a
      partially-embodied interface such as the <link src="http://en.wikipedia.org/wiki/Wii_Remote">Nintendo Wii
      remote</link>.
    </para>

    <section id="Music">
      <name>The case of Music</name>
    <para id="element-530"><emphasis>The emergence of Schizophonia</emphasis>
<list id="schizzato"><item>Pre-recorded media and loudspeakers (20th century)</item>
<item>Electroacoustic music (1948)</item> 
<item>Computer music (60’s): form of "non-instrumental composition" that breaks the link between physical human movement and music making.</item>
</list></para><para id="element-285"><emphasis>Belá Bartók, The
mechanical music, 1937</emphasis>  "The final source of any sound, and
thus of the musical sound, is a vibrating body. […] So, the
less foreign bodies are interposing themselves between the human body
and the vibrating body or, the longest the time during which the human
body controls the vibration is, the more the created musical sound
will be immediate and, so to speak, human."</para><para id="element-896"><emphasis>Musical performance: a guideline for (continuous) interaction</emphasis>

<figure>
	<name>Space-Movement-Matter-Sound </name>
	<media type="image/png" src="space_movement_matter_sound.png">
	</media>
      </figure>

Matter and space form also part of the interface between movement and sound. In the same manner, movement and sound form also part of the interface between matter and space. Musical instruments are, thus, situated at the intersection of the two interfaces.

<figure><name>The architecture of an acoustic instrument</name> 
	<media type="image/png" src="Traditional_instrument.png">
	</media>
</figure>

Traditional acoustic instruments are characterized by an extraordinary integration between the three main parts of the sound production chain: the input interface, the filtering section and the output interface. 

<figure><name>The architecture of a Hyper-instrument (HI)</name>  
	<media type="image/png" src="HyperInstrument.png">
	</media>
      
</figure>


In an electronic musical instrument, each stage is split into separate units. Therefore, it is
important to fully integrate the different parts in order to recreate the unified functionality of traditional instruments. 
On the other side: The great interest of splitting the different stages is to significantly expand and develop the potentialities found in each of them. 
 </para>
      <para id="element-397">The risks are significant:
	<list id="taichi6">

	  <item>HI's separate the input control interface from the
	  sound generation -- risk of developing poor mapping
	  strategies</item>

	  <item>Break down of the perceptual linkage between the
	    physical action and the musical reaction</item> </list>
      </para>

      <para id="element-562">However, by means of a proper use of
electronic sensors and custom interfaces, together with the computer,
one can recreate the link between human gestures and music in the
context of computer music. In this case the novel possibilities
introduced by HI's are many:

<list id="hyperinstrument"><item>An hyper-instrument can take any shape, size or form. For instance, it could occupy a large space.
It could be divided into individual parts, which together form a kind of network. </item>
<item>Also, the body of the interface can be a source of symbolic content and convey extramusical, meaning.</item>
<item>Furthermore, an HI can be designed to require absolutely no previous training or practice, or it can require as much sophisticated skill as playing the violin ("virtuoso"). </item>
</list></para>

<para id="element-271"><emphasis>Some examples</emphasis></para><para id="element-194">1. Live-electronics (Stockhausen, Nono,…): a traditional instrument played by a performer on the stage, expanded and transformed in real time by means of a computer. 

Good compromise! Performance + technology, using already existing and well known "interfaces".
</para><figure id="element-964"><name>"A Pierre", Live Electronics scheme.png</name>
  <media type="image/png" src="A_Pierre_scheme.png"/>
  <caption>The scheme of the setup for the performance of "A Pierre, Dell'azzurro silenzio, inquietum (1985)" by Luigi Nono for Counterbass Clarinet, Counterbass Flute and Live Electronics.</caption></figure><para id="element-419">2. "Manipulating" a sound. What does it mean:
<list id="touch">
<item>	"feeling" a material, or </item>
<item>	"feeling" the form of an object or</item>
<item>	"feeling" its dimensions</item>
</list>
when one plays an instrument (object)?


<list id="Musical_Interfaces">
<item>
 <link src="http://xenia.media.mit.edu/~gan/Gan/Education/MIT/MediaLab/Research/Squeezables/">The Squeezable</link> is a group of six soft balls filled with jello like material (see also <link src="http://www-static.cc.gatech.edu/~gilwein/images/ballchifinal.pdf">Weinberg and others</link>). Applications include:


<list id="sottolistaSqueezable"><item> <link src="http://xenia.media.mit.edu/~gan/Gan/Education/MIT/MediaLab/Research/Squeezables/Version3/video/sculpture.mov">sound sculpting</link>  (shaping sound by physically shaping objects)</item>
<item><link src="http://xenia.media.mit.edu/~gan/Gan/Education/MIT/MediaLab/Research/Squeezables/Version3/video/groove.mov">sequence manipulation</link> (grooving)</item>
</list>

</item>

<item>
 <link src="http://www.sarc.qub.ac.uk/~somodhrain/palpable/videos/PebbleBox.avi">The Pebblebox</link> "exploits the tacet knowledge of the behaviour of physical systems with well understood auditory and haptic percepts".</item>


</list></para><para id="element-711">3. The <link src="http://www.mtg.upf.edu/reactable/">ReacTable</link>, an example of TUI (Tangible User Interface). Objects as symbolic representation of sounds (see a <link src="http://www.mtg.upf.edu/reactable/videos/demo2_basic2.mp4">Demo</link>).</para><para id="element-798">4. Expressive gesture control

<list id="radio-baton"><item>	<link src="http://www.csounds.com/mathews/papers/ICMC1997.pdf">The radio baton </link> by Max Mathews (1997) "The Radio-Baton operates in two principal modes – the Conductor Mode and the Improv Mode. In the Conductor Mode, the Radio-Baton simulates an orchestra. The musician loads a score of the piece to be
played from a Computer into the Radio-Baton. She then uses one baton to beat time and thus to control the tempo of the performance and the other baton to control the dynamics, balance, and timbres of the voices.
In the Improv Mode, the Radio-Baton serves as a simple controller which sends triggers and the x,y,z positions of the two batons to a computer. The musician must write a program in the computer to interpret this information and to send MIDI commands to play music on a synthesizer. [...] It is a more general mode than
the Conductor Mode, but it requires that the musician write the complete program to make a musical interpretation of her gestures."</item>
<item><link src="http://emfinstitute.emf.org/exhibits/theremin.html">The Theremin</link> by Leon Theremin (1920)</item>

</list></para>



      </section>

<section id="TAI">
<name>Tangible Acoustic Interfaces (TAI)</name>
<para id="element-7">
<list id="taichi"><item><link src="http://tangible.media.mit.edu/content/papers/pdf/PingPongPlus_CHI99.pdf">PingPongPlus (Ishii and others, 1999)</link>

<list id="sottolista"><item>The goals are: "to demonstrate an instance of an athletic-tangible
interface, developed on top of existing skills and
protocols of familiar competitive/cooperative play."</item> 
<item> "to develop an underlying technology for an "interactive
architectural surface" which can track the activities
happening on the surface."</item></list></item>

<item>
<link src="http://www.media.mit.edu/resenv/pubs/papers/2002-06-IEEE-Sensors-Tapper.pdf">Passive Acoustic Sensing (Paradiso and others, 2002)</link></item>

<item>
<link src="http://www.iua.upf.es/mtg/mosart/papers/p26.pdf">A New Musical Interface (Crevoisier and Polotti, 2001)</link> based on tangible-acoustic interaction</item></list>

Idea: Use acoustic signals generated by mechanical:interaction as control signals

<list id="taichi2">
<item>From:
	
	 “No limit in the physical design of the input interface”</item>


<item>To:

	“No limit in the choice of any object as input interface”</item>
</list></para><para id="element-462">More specifically, one can think of transforming physical objects, flat or complex surfaces and walls into 
<list id="taichi5"><item>natural</item> 
<item>seamless</item> 
<item>unrestricted</item>
</list>
touch interfaces.</para><para id="element-794">The main idea in TAI is to exploit the natural "nervous system" of any solid object, i.e. its capacity to transmit the "feeling" of any interaction with another object in the form of acoustic waves. The transmitted signal can be delivered to the "brain" of the TAI itself (a computer) through a transducer as a piezo-electric microphone</para><para id="element-613"><list id="taichi3"><item>The simplest approach consists in augmenting the acoustic response (sonic feedback) of an object via coupled systems of piezoelectric/micro-loudspeakers. </item>
<item>More interesting: use the acoustic waves as a control signal. The simplest approach is given by threshold and position (an example of an already existing product on the market is the <link src="http://www.electronicstalk.com/news/mto/mto106.html">Touch Screen</link> by the 3M).</item>

<item> Even more interesting: becoming able to interpret (decode) the expressive contents of a contact between a human (hand) and an object: not only triggers, (impacts) but also scratching, rubbing, caressing, pressing...</item>
</list></para>

    <para id="element-868">In the musical case, the purpose of TAI's is to re-unify the role of the input interface as generator of acoustic energy produced by the movement of the performer and controller of sound output at the same time.
<list id="taichi7">
<item>Use the acoustic vibrations of the interface to generate control information</item>
<item>Use the sound generated by the interaction as sound source</item>
</list></para><para id="element-487">Once more the musical metaphor fits:
 <list id="taichi4"><item>Throughout music history, traditional musical instruments have been the means of transforming the physical movements of a musician (or a dancer) into musical sounds.</item>

<item>Music as “sonification of gesture”: musical composition has implicitly been a process of composing and directing physical human gestures on a musical instrument </item>


</list></para>

	

      </section>
    </section>

    <section id="Design">
      <name>Approaches in Design</name>
      <para id="interactiongestalts">
      The controllable dimensions are many. Sensors and actuators
      should be considered together. How can we tackle this
      complexity?

      One possibility is to think in terms of basic phenomena,
      constructively. So, we should look for fundamental
      <emphasis>interaction gestalts</emphasis> (<link src="http://www.idi.ntnu.no/~dags/interactivity.pdf">Svanaes,
      Understanding Interactivity, 1999</link>) that we exploit in
      "natural" interactions.

      Examples in perception to be inspired from:

      <list id="perceptual_gestalts">

	<item>figure/ground (in vision and in music)</item>

	<item>good continuation, streaming</item>

	<item>transparency (à la <link src="http://www.cs.brown.edu/courses/cs092/VA10/HTML/AlbersExplanation.html">Albers</link> o
	à la <link src="http://en.wikipedia.org/wiki/Perceptual_transparency">Metelli</link>)</item>

	<item>pre-attentive features (<link src="http://www.csc.ncsu.edu/faculty/healey/PP/index.html#Change_Blindness">Healey</link>)</item>
      </list>
      </para>

    <para id="drawingtutor"> Interaction gestalts may result from
	  abstraction of actual interactions, in the spirit of the
	  Ramsauer drawing tutor (after Franinovic and Visell, at the
	  <link src="http://sonic.wikispaces.com/"> HGKZ
	  workshop on Sound in Interaction</link>).
      <figure>
	<name>The Ramsauer drawing tutor (1821) </name>
	<media type="image/png" src="Ramsauer.png">
	</media>
      </figure>
    </para>

 
     <para id="workbenches">
	How can we proceed in the interactive realm? By constructing
	workbenches or <link src="http://en.wikipedia.org/wiki/Design_pattern_%28computer_science%29">design
	patterns</link>.

     A tentative list of workbenches:

      <list id="wblist">

	<item>Equilibrium (as in the <link src="http://www.speech.kth.se/prod/publications/files/990.pdf">the
	ballancer</link>)</item>

	<item>Effort, resistance</item>

	<item>Warm/Cold </item>

	<item>Affectionate touch (attractive, repellent)</item>

	<item>Ensembles of objects (patterns, waves, activity)</item>

	<item>textures (resistant to spatial or temporal inversion)
	and their continuous exploration </item>

	<item>extending into depth, proximity, perspective</item>

	<item>constraints (visual, mechanical, acoustic)</item>

	<item>volume inflation/deflation</item>
	
      </list>
      
      Specific problems should help finding more gestalts. Any hints from designers?
      

    </para>

    <para id="fivequestions">
      <link src="http://www2.parc.com/csl/members/kedwards/pubs/chi2002-sensing.pdf">Bellotti
      et al</link> raised five questions for sensing-based
      interaction.

      <list id="questions">

	<item>When I address a system, how does it know I am addressing
it?</item>

	<item>When I ask a system to do something how do I know it is
attending?</item>

	<item>When I issue a command (such as save, execute delete),
how does the system know what it relates to?</item>

	<item>How do I know the system understands my command and is
correctly executing my intended action?</item>

	<item>How do I recover from mistakes?</item>

      </list>

    </para>

    <para id="invisible_affordances">
      Another problem is how to provide invisible affordances. If my
	tangible object is a <link src="http://sonic.wikispaces.com/DDJ">bottle</link>, can it
	emit a sound that makes me thirsty and induces me to drink
	from it? 
    </para>

    <para id="kandinsky">
      Kandinsky said "Line is a track made by the moving point".  We
      may say that "Sound is a pressure signal made by interactions
      with and between objects".
    </para>


</section>
  
</content>
  
</document>
