Jamie Zigelbaum’s research while affiliated with Cambridge and other places

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Publications (23)


Six-Forty by Four-Eighty: an interactive lighting installation
  • Conference Paper

May 2011

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44 Reads

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6 Citations

Jamie Zigelbaum

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Six-Forty by Four-Eighty is an interactive lighting installation composed of an array of magnetic, physical pixels. Individually, pixel-tiles change their color in response to touch and communicate their state to each other by using a person's body as the conduit for information. When grouped together, the pixel-tiles create patterns and animations that can serve as a tool for customizing our physical spaces.


Shape-changing interfaces

February 2011

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411 Reads

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190 Citations

Personal and Ubiquitous Computing

The design of physical interfaces has been constrained by the relative akinesis of the material world. Current advances in materials science promise to change this. In this paper, we present a foundation for the design of shape-changing surfaces in human–computer interaction. We provide a survey of shape-changing materials and their primary dynamic properties, define the concept of soft mechanics within an HCI context, and describe a soft mechanical alphabet that provides the kinetic foundation for the design of four design probes: Surflex, SpeakCup, Sprout I/O, and Shutters. These probes explore how individual soft mechanical elements can be combined to create large-scale transformable surfaces, which can alter their topology, texture, and permeability. We conclude by providing application themes for shape-changing materials in HCI and directions for future work.


Six-forty by four-eighty: The post-industrial design of computational materials

January 2011

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23 Reads

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17 Citations

In this paper we describe the development of Six-Forty by Four-Eighty: an art and design installation composed of 220 interactive lighting tiles. We discuss previous work that addresses the physicality of computation, our design and fabrication processes, technical implementation, the development of a novel technique for data transmission through the body, the piece's exhibition context and public response. By describing the interrelationship between these elements we hope to shed light into the forging of a post-industrial design practice that straddles the art, design and technology trichotomy.


Figure 1. The g-stalt interface. 
Figure 2. Pinch to translate though space.
Figure 3. 2-handed pinch for translation and rotation.
Figure 4. Stop all movement in space.
Figure 5. Reset space to the original view.

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G-stalt: A chirocentric, spatiotemporal, and telekinetic gestural interface
  • Conference Paper
  • Full-text available

January 2010

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392 Reads

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34 Citations

Jamie Zigelbaum

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Alan Browning

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[...]

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In this paper we present g-stalt, a gestural interface for interacting with video. g-stalt is built upon the g-speak spatial operating environment (SOE) from Oblong Industries. The version of g-stalt presented here is realized as a three-dimensional graphical space filled with over 60 cartoons. These cartoons can be viewed and rearranged along with their metadata using a specialized gesture set. g-stalt is designed to be chirocentric, spatiotemporal, and telekinetic.

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Comm.unity: leveraging social and physical proximity

April 2009

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13 Reads

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1 Citation

Comm.unity is a new software platform implementing a wireless, device-to-device information system that bypasses the need for any centralized servers, coordination, or administration. A key feature of this platform is the fact that it combines knowledge, awareness, and learning of the user's social relationships and integrates this information into the communication protocols and network services. Comm.unity is designed to work on as many devices as possible, and with as many different radios as possible (WiFi, Bluetooth, IR, etc.). It is designed as a platform over which many different networked applications could be developed with ease, from the bottom layers of the network all the way up to the user interface. In this short movie we present some use cases for Comm.unity based applications, including the "Social Dashboard" -- a readily usable control for one's digital aura -- as well as a brief working demo showing an image propagate across multiple devices.



Slurp: Tangibility, Spatiality, and an

April 2008

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28 Reads

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31 Citations

The value of tangibility for ubiquitous computing is in its simplicity-when faced with the question of how to grasp a digital object, why not just pick it up? But this is problematic; digital media is powerful due to its extreme mutability and is therefore resistant to the constraints of static physical form. We present Slurp, a tangible interface for locative media interactions in a ubiquitous computing environment. Based on the affordances of an eyedropper, Slurp provides haptic and visual feedback while extracting and injecting pointers to digital media between physical objects and displays.


Pragmatic haptics.

February 2008

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106 Reads

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12 Citations

This paper explores situations in which interfaces may be improved or simplified by switching feedback modalities. Due to availability of and familiarity with audio/visual technologies, many interfaces provide feedback via audio/visual pathways when a haptic pathway would best serve. The authors present a series of interface designs in which simple and inexpensive choices allow for reduction of cognitive complexity by allowing mental simplicity rather than technological familiarity to dictate design of information transmission.


Figure 1. SpeakCup 
Figure 2. SpeakCup interaction design 
SpeakCup: simplicity, BABL, and shape change

February 2008

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109 Reads

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21 Citations

In this paper we present SpeakCup, a simple tangible interface that uses shape change to convey meaning in its interaction design. SpeakCup is a voice recorder in the form of a soft silicone disk with embedded sensors and actuators. Advances in sensor technology and material science have provided new ways for users to interact with computational devices. Rather than issuing commands to a system via abstract and multi-purpose buttons the door is open for more nuanced and application-specific approaches. Here we explore the coupling of shape and action in an interface designed for simplicity while discussing some questions that we have encountered along the way.


Citations (18)


... It also creates an opportunity to capture special groups like people with health conditions or impairments and people with different cultural backgrounds. There are some interesting examples using these technologies in the context of the exhibits (Alexander et al., n.d.;Lacoche et al., 2017;Snibbe & Raffle, 2009;Sylaiou et al., 2010), using reality-based interactions (Jacob et al., 2008), simulating the visiting of the museum (Li et al., 2018), and using hybrid narratives across virtual and physical contexts (Kilteni et al., 2012). ...

Reference:

Exploring the Frontiers of Communication With Extended Reality (XR): Applications, Challenges, and Future Directions
Reality-based interaction
  • Citing Conference Paper
  • April 2008

... fNIRS uses blood oxygenation, rather than electrical levels, for determining the activation of areas in the brain, where more blood flow indicates higher activity. Recent research has shown that because blood-flow in the brain is less a↵ected by body movement, fNIRS may be a more appropriate brain sensing technology for evaluation [17,30,21]. Because it takes several seconds for blood to flow to the brain [37], fNIRs has been largely discounted for real-time interaction with systems. ...

Using Brain Measurement to Evaluate Reality Based Interactions

... The tangible nature of our work draws most inspiration from the Tangible Video Editor (TVE) [7], a simple, tangible interface for sequencing videos in which users can rearrange videos (represented by interconnecting blocks) and add transition pieces between videos. Its creators had similar learning goals as ClipWorks; however, since all video clips are provided by the creators, the technology has quite narrow exploratory walls. ...

Tangible Video System: Designing for Collaboration, Exploration, and Engagement

... Other examples of interactive soft objects include an inflatable mouse (Kim et al. 2008), an adaptive voice recorder (Zigelbaum et al. 2008), adaptive buttons (Harrison and Hudson 2009), and a shape-changing water dispenser designed with a lifelike appearance (Togler et al. 2009). The dispenser serves as an effective tool for encouraging users to reflect more thoughtfully on their daily water consumption. ...

SpeakCup: simplicity, BABL, and shape change

... A considerable amount has changed in the decade since Slurp [72] -a tangible eyedropper for moving content between devices (see Fig.1) -was originally introduced as a new interactive approach for locative media -or the process of associating digital content with a physical, embodied artifact located in space. The enabling technologies for indoor positioning have significantly advanced [50,66] and a slew of technical platforms for developing locative media have become readily available. ...

Slurp: Tangibility, Spatiality, and an
  • Citing Conference Paper
  • April 2008

... The history of similar interactive musical interfaces for children in general is rich (Keller et al. 2015a, b, c). For example, BodyBeats (Zigelbaum et al. 2006) is an augmented trampoline for enabling the embodied creation of rhythmic patterns, or the NoteCubes system (Diao et al. 2010) which applies the metaphor of building toy blocks to the composition of musical melodies, or DrumTop (Van Troyer, 2012), a simple physical interface that encourages novices to create drum patterns through interactions with everyday objects on a tabletop surface. Several other similar studies are being evaluated (i.e. ...

BodyBeats: whole-body, musical interfaces for children
  • Citing Conference Paper
  • April 2006

... In addition, in an environment mimicking the real world, people tend to show more autonomous participation through their knowledge or technology. Therefore, interactions occurring in a virtual environment have been designed such that users can perceive them as realistic experiences [2,24]. This study devises a concept that can give viewers a sense of realism as if they are in an exhibition space through 360 videos filmed in advance without a complete digital representation. ...

Reality-based interaction: unifying the new generation of interaction styles.
  • Citing Conference Paper
  • January 2007

... In the lighting domain, media architectures are a well-explored conceptual space (Haeusler 2009;Zigelbaum and Coelho 2011;Caldwell and Foth 2014;Hu, Funk, Zhang, and Wang 2014;Hallam, Zheng, Posner, Ericson, Swarts and Do 2017). It is now common to see cities cloaked in rich tapestries of media that play with our interaction with the urban environment through scale and the management of proxemics (Hall 1966). ...

Six-Forty by Four-Eighty: an interactive lighting installation
  • Citing Conference Paper
  • May 2011

... It can change from a flexible whip into a rigid sword with the push of a button. There are other examples of augmented objects that use shape change to facilitate playful interactions, for example the physical kinetic surface of Kinetic Bricks [20] could be used as a construction toy for children, and SpeakCup [48], which functionality could be used as a toy for social interaction in public spaces inviting the user to speak and listen according to the shape they have formed with the object. ...

SpeakCup: simplicity,
  • Citing Conference Paper
  • January 2008