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EyeRing: An Eye on a Finger<br />

Suranga Nanayakkara, Singapore University of Technology and<br />

Design, Singapore<br />

Roy Shilkrot, Pattie Maes, Massachusetts Institute of Technology, USA<br />

Finger-worn devices are a greatly underutilized <strong>for</strong>m of interaction<br />

with the surrounding world. By putting a camera on a finger we<br />

show that many visual analysis applications, <strong>for</strong> visually impaired<br />

people as well as the sighted, prove seamless and easy. We<br />

present EyeRing, a ring mounted camera, to enable applications<br />

such as identifying currency and navigating, as well as helping<br />

sighted people to tour an unknown city or intuitively translate<br />

signage. The ring apparatus is autonomous, however our system<br />

also includes a mobile phone or computation device to which it<br />

connects wirelessly, and an earpiece <strong>for</strong> in<strong>for</strong>mation retrieval.<br />

Finally, we will discuss how different finger worn sensors may be<br />

extended and applied to other domains.<br />

Fast and Frugal Shopping Challenge<br />

Khaled Bachour, The Open University, UK<br />

Jon Bird, UCL, UK<br />

Vaiva Kalnikaite, Interactables, UK<br />

Yvonne Rogers, University College London, UK<br />

Nicolas Villar, Microsoft Research, UK<br />

Stefan Kreitmayer, The Open University, UK<br />

There are a number of mobile shopping aids and recommender<br />

systems available, but none can be easily used <strong>for</strong> a weekly shop at a<br />

local supermarket. We present a minimal, mobile and fully functional<br />

lambent display that clips onto any shopping trolley handle,<br />

intended to nudge people when choosing what to buy. It provides<br />

salient in<strong>for</strong>mation about the food miles <strong>for</strong> various scanned food<br />

items represented by varying lengths of lit LEDs on the handle and a<br />

changing emoticon comparing the average miles of all the products<br />

in the trolley against a social norm. A fast and frugal shopping<br />

challenge is presented, in the style of a humorous reality TV show,<br />

where the pros and cons of using various devices to help make<br />

purchase decisions are demonstrated by shoppers in a grocery store.<br />

Ferro Tale: Electromagnetic Animation Interface<br />

Nan Zhao, Xiang Cao, Microsoft Research Asia, China<br />

Jaturont Jamigranont, Massachusetts College of Art and Design,<br />

USA<br />

In this video we demonstrate the idea and the prototypeof an<br />

electromagnetic animation interface, ferro tale.Ferromagnetic<br />

particles, such as iron filings, have veryfascinating characteristics.<br />

There<strong>for</strong>e they are widely usedin art, education and as toys.<br />

Besides their potential toenable visual and tactile feedback and to<br />

be used as amedium <strong>for</strong> high resolution tangible input, peoples<br />

naturaldesire to engage and explore the behavior of this<br />

materialmakes them interesting <strong>for</strong> HCI.Inspired by the<br />

expressiveness of sand drawing, we want toexplore ways to use an<br />

electromagnetic array, camerafeedback, computer vision, and<br />

ferromagnetic particles toproduce animations. The currently used<br />

magneticactuation device consists of a 3 by 3 coil array. Even<br />

withsuch a small number of actuators, we are abledemonstrate<br />

several animation examples.<br />

Haptic Lotus - A Theatre Experience <strong>for</strong> Blind and<br />

Sighted Audiences<br />

Janet van der Linden, The Open University, UK<br />

Terry Braun, Braunarts, UK<br />

Yvonne Rogers, University College London, UK<br />

Maria Oshodi, Extant, UK<br />

Adam Spiers, Bristol Robotics Laboratory, UK<br />

David McGoran, University of the West of England, UK<br />

Rafael Cronin, Indiana University, USA<br />

Paul O’Dowd, Bristol Robotics Laboratory, UK<br />

Videos<br />

How can new technologies be designed to facilitate comparable<br />

cultural experiences that are accessible by both blind and sighted<br />

audiences? An immersive theatre experience was designed to<br />

raise awareness and question perceptions of ‘blindness’, through<br />

enabling both sighted and blind members to experience a similar<br />

reality. We designed the Haptic Lotus, a novel device that changes<br />

its <strong>for</strong>m in response to the audience’s journey through the dark.<br />

The device was deliberately designed to be suggestive rather than<br />

directive to encourage enactive exploration <strong>for</strong> both sighted and<br />

blind people. During a week of public per<strong>for</strong>mances in Battersea<br />

Arts Centre in London 150 sighted and blind people took part.<br />

People were seen actively probing the dark space around them<br />

and <strong>for</strong> many the Haptic Lotus provided a strong sense of<br />

reassurance in the dark.During a week of public per<strong>for</strong>mances in<br />

Battersea Arts Centre in London 150 sighted and blind people<br />

took part. People were seen actively probing the dark space<br />

around them and <strong>for</strong> many the Haptic Lotus provided a strong<br />

sense of reassurance in the dark.<br />

Looking Glass: A Field Study on Noticing Interactivity<br />

of a Shop Window<br />

Jörg Müller, Robert Walter, Gilles Bailly, Michael Nischt,<br />

Technische Universität, Germany<br />

Florian Alt, University of Stuttgart, Germany<br />

In this paper we present our findings from a lab and a field study<br />

investigating how passers-by notice the interactivity of public<br />

displays. We designed an interactive installation that uses visual<br />

feedback to the incidental movements of passers-by to<br />

communicate its interactivity. In the field study, three displays were<br />

installed during three weeks in shop windows, and data about 502<br />

interaction sessions were collected. Our observations show: (1)<br />

Significantly more passers-by interact when immediately showing<br />

the mirrored user image (+90%) or silhouette (+47%) compared to<br />

a traditional attract sequence with call-to-action. (2) Passers-by<br />

often notice inter- activity late and have to walk back to interact<br />

(the landing effect). (3) If somebody is already interacting, others<br />

begin interaction behind the ones already interacting, <strong>for</strong>ming<br />

multiple rows (the honeypot effect).<br />

<strong>CHI</strong> <strong>2012</strong> | Austin, Texas, USA | 117

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