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Surround Haptics: Tactile Feedback <strong>for</strong><br />

Immersive Gaming Experiences i317<br />

Ali Israr, Seung-Chan Kim, Disney Research, USA<br />

Jan Stec, Disney Research, USA<br />

Ivan Poupyrev, Disney Research, USA<br />

In this paper we propose an architecture <strong>for</strong> rendering rich and<br />

high-resolution haptic feedback on the user’s body while playing<br />

interactive games. The haptic architecture consists of three main<br />

elements, namely, haptic engine, haptic API/codec, and haptic<br />

display. The haptic engine extracts events from the game, assigns<br />

haptic feedback to these events, and sends coded packets to<br />

haptic API/codec. The haptic API/codec translates the coded<br />

packets and computes driving signals based on carefully<br />

evaluated algorithms derived from psychophysical modeling of<br />

tactile perception. The driving signals are then routed to the<br />

haptic display embedded with an array of vibratory transducers. A<br />

user feels high resolution and refined tactile sensations on the<br />

body through the display. We have integrated the Surround<br />

Haptics system with a driving simulation game to provide an<br />

enjoyable gaming experience.<br />

MUSTARD: A Multi User See Through AR Display i318<br />

Abhijit Karnik, Walterio Mayol-Cuevas, Sriram Subramanian,<br />

University of Bristol, UK<br />

(See associated paper on page 91)<br />

BodiPod: Interacting with 3D Human Anatomy<br />

via a 360° Cylindrical Display i321a<br />

John Bolton, Peng Wang, Kibum Kim, Roel Vertegaal, Queen’s<br />

University, Canada<br />

We present BodiPod, a 3D 360 degree stereoscopic human<br />

anatomy browser. Our cylindrical display allows users to view a<br />

human anatomy volume at full scale from any perspective. Shutter<br />

glasses are only required if users want to examine the data<br />

stereoscopically. Users can change views simply by walking around<br />

the display volume, and interact with the human anatomy model<br />

inside the display through gesture and speech interactions, which<br />

include scaling, rotation, peeling, slicing and labeling. Our<br />

demonstration shows that using a cylindrical display has the<br />

benefits of providing stereoscopic rendering of human anatomy<br />

models at life-size scale that can be examined from any angle,<br />

while allowing interactions from an appropriate viewing distance.<br />

TeleHuman: Effects of 3D Perspective on Gaze<br />

and Pose Estimation with a Life-size Cylindrical<br />

Telepresence Pod i321b<br />

John Bolton, Kibum Kim, Queen’s University, Canada<br />

Jeremy Cooperstock, McGill University, Canada<br />

Audrey Girouard, Carleton University, Canada<br />

Roel Vertegaal, Queen’s University, Canada<br />

(See associated paper on page 91)<br />

Interactivity<br />

Hanging off a Bar i326<br />

Florian 'Floyd' Mueller, Cagdas 'Chad' Toprak, Eberhard Graether,<br />

Wouter Walmink, RMIT University, Australia<br />

Bert Bongers, University Technology Sydney, Australia<br />

Elise van den Hoven, Eindhoven University of Technology,<br />

Netherlands<br />

Exertion Games involve physical ef<strong>for</strong>t and as a result can facilitate<br />

physical health benefits. We present Hanging off a Bar, an action<br />

hero-inspired Exertion Game in which players hang off an exercise<br />

bar over a virtual river <strong>for</strong> as long as possible. Initial observations<br />

from three events with audiences ranging from the general public<br />

to expert game designers suggest that Hanging off a Bar can be<br />

engaging <strong>for</strong> players and facilitate intense exertion within<br />

seconds. Furthermore, we collected suggestions <strong>for</strong> what game<br />

elements players believe could entice them to increase their<br />

physical ef<strong>for</strong>t investment. These suggestions, combined with<br />

Hanging off a Bar as research vehicle due to the easy<br />

measurement of exertion through hanging time, enable future<br />

explorations into the relationship between digital game elements<br />

and physical exertion, guiding designers on how to support<br />

exertion in digital games.<br />

Vignette: Interactive Texture Design and<br />

Manipulation with Free<strong>for</strong>m Gestures <strong>for</strong><br />

Pen-and-Ink Illustration i330<br />

Rubaiat Habib Kazi, National University of Singapore, Singapore<br />

Takeo Igarashi, JST ERATO Igarashi Design Interface Project,<br />

Japan<br />

Shengdong Zhao, National University of Singapore, Singapore<br />

Richard Davis, Singapore Management University, Singapore<br />

Vignette is an interactive system that facilitates texture creation in<br />

pen-and-ink illustrations. Unlike existing systems, Vignette<br />

preserves illustrators’ workflow and style: users draw a fraction of a<br />

texture and use gestures to automatically fill regions with the<br />

texture. We currently support both 1D and 2D synthesis with<br />

stitching. Our system also has interactive refinement and editing<br />

capabilities to provide a higher level texture control, which helps<br />

artists achieve their desired vision. A user study with professional<br />

artists shows that Vignette makes the process of illustration more<br />

enjoyable and that first time users can create rich textures from<br />

scratch within minutes.<br />

360° Panoramic Overviews <strong>for</strong> Location-Based<br />

Services i405<br />

Alessandro Mulloni, Hartmut Seichter, Graz University of<br />

Technology, Austria<br />

Andreas Dünser, HIT Lab NZ, New Zealand<br />

Patrick Baudisch, Hasso Plattner Institute, Germany<br />

Dieter Schmalstieg, Graz University of Technology, Austria<br />

(See associated paper on page 91)<br />

<strong>CHI</strong> <strong>2012</strong> | Austin, Texas, USA | 111

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