Mixed Reality: Mixing physical world and digital world
Introduction
In the tide of the third wave of Human-Computer Interaction, the design focus has started to expand from work environment to domestic and entertainment space [1], which results in the changes of both the interaction form and design value. In terms of interaction form, instead of limiting to screen, keyboard and mouse, there are more and more digital devices involving physical movement such as Microsoft Surface [2] and Wii [3]. In terms of design value, efficiency and accuracy is not the universal value any more. But rather, openness to interpretation [4], ludic aspects [5], engagingness and intuitiveness are considered more and more important.
Some of the interactions that involve physical movements such as Adobe interactive wall [6], simply map physical movements into digital representation and reaction. But in terms of engagement of both physical and digital elements, simply mapping between the two is not enough for design consideration, especially for products with functionality. How to mix physical and digital to optimize user experience, and how to consider the relation between digital and physical need further discussion.
In this paper, I present comparative critique on two interactions that incorporate physical world elements, in order to provoke further discussion and critique.
One of the interactions is Siftables from MIT Media Lab [7], and the other one is mixed reality 3-D book: Earth Structure [8]. Siftables are a pile of cubes (approximately 3 inches square), each of which has a LCD screen. They can react to external manipulation; interact with each other and with computer according to different position and movement. 3-D book consists of a physical book (with sensory cards), a video camera and a screen. The screen is like a mirror reflecting the reader, physical book and environment image transmitted by camera. When putting sensory cards in some certain area in the physical book, there will be a 3-D image or animation shown above the virtual book in the screen, illustrating text content such as earth structure [8,timeline0:09].
The two interactions do not only incorporate physical world elements into digital media, but also take advantages of what physical and digital media can do best, providing users with seamless experience between physical and digital world. Respectively, Siftables integrates the analogy of natural interaction with physical artifacts, and 3-D book involves physical materials themselves.
Engagingness And Intuitiveness
Both of the interactions promote engagement and provide intuitive affordance by taking the advantages of physical world and digital media into account.
First, the interface style of the two interactions encourages users to interact. “All interfaces inherit styles from their predecessors and from the normative guidelines in the HCI field.[9]”As a digital interface, the style of siftables inherits common LCD screen display that can be found in most digital artifacts. But, my grandma who absolutely doesn’t dare to touch the computer at home is highly likely to touch the siftable cubes. What makes siftables different is that the LCD screen is integrated very well into a small simple toy block-like cube, which is very familiar to my grandma. In her eyes, the siftables are barely more than toy blocks, instead of high-tech digital technology. As for the 3-D book, the interface encourages user’s engagement even better because the interface actually is just a physical book putting in front of a screen and a camera [8,timeline 0:10]. The style of the two interfaces utilizes physical world elements to blur the boundary between human and digital devices.
Second, they both provide engaging sensual and emotional experience. Mixing the physical and the digital provides the magic-like feeling that neither one of them individually can provide that well. “It is through sense organs that living creatures participate directly in the world about them.[10]”The sensory experience of 3-D book transcend traditional book by involving vivid animation as illustration. You can actually see the earth being cut apart just above your book to show the inside structure [8,timeline1:16]. It reminds me of the mirror in Harry Potter in which one can see one’s own desire, which is not only in the fiction now. As for the siftables, you can “pour” color from a “color barrel” into a picture[7,timeline1:26], seeing the hue of the picture gradually changes. The sensual engagement evokes pleasant emotional experience, which is “always becoming[10]” as more and more interaction unfold.
Third, both of the interactions feature in intuitive affordance. Siftables utilizes the analogy between interaction with physical artifacts and with digital information. How we sort physical photos is almost the same how we sort digital photos using siftable cubes[7,timeline2:46-3:07], in which the immediacy quality of siftables makes it as if we are only sorting the photos, not the cubes. Reading 3-D book is also extremely intuitive because the interface itself is the common physical artifact that has existed in hundreds of years-book. The only difference is the involvement of sensory cards, which is indicated clearly by the simple interface[8,timeline0:23-0:28]. The screen is a mirror of the physical reality, so that you can change angel of virtual 3-D animation simply by tilting the physical book in your hand, which is reflected instantly in the “mirror”[8, timeline0:29-0:34]. You don’t need to drag mouse or click buttons, instead, how to change angle in real world is how you do that with 3-D book.
Mixed Reality As Transcendence
As mentioned above, siftables and 3-D book take advantages of physical world interaction and provide engagingness and intuitiveness. The mixed reality of digital and physical world transcends either of them by complementing the drawback of one media with the advantages of the other media. The 3-D book remediates and transcends traditional book, while siftables remediates and transcends toy blocks.
When I was reading science book as a kid, I had some hard time understanding the complex science knowledge that was only explained in text and illustrated in some rough pictures (if any). The animation lecture materials my teacher made really helped me understand those abstract things. I was wondering how cool it would be if the animation is actually in the book. And now my dream comes true. In the 3-D book, the stable 2-D pictures are replaced by 3-D animation utilizing what digital technology can do best. When reading the text, you can still read on physical book, which is exactly what physical media can do best. The 3-D book remediates traditional book by drawing advantages of both physical media and 3-D animation digital media, and enhances learning and understanding. As for the siftables, it is remediation of toy blocks, which suggests innovation as mentioned in Bertelsen’s paper[9] that” innovation occurs when the materiality of the interactive artifact is used in new manners or when old media are remediated in new ways.” Here, old media-toy blocks, is remediated in new ways such as sorting and tagging pictures, utilizing the strength of digital media.
The mixed reality combines the advantages of physical and digital media and transcends either of them, and also changes our notion of those old media such as book and toy blocks.
Development Potential
The mixed reality promotes promising future of seamless experience between physical world and digital world suggesting new ways of interactions and expansion of our capability. 3-D book enhances our capability of learning and understanding, and also expands our perception. For example, if product catalog is in 3-D book form, by putting a sensory card on the physical book, we can see the 3-D presentation in the screen; if menu is 3-D book, we can see the food when ordering. Thus, we are able to perceive things better in short time. The siftables have much more possibilities since it is programmable device. Many other uses can be seen in [11].
But there are many other factors need to be considered. First, “each new medium has to find its economic place by replacing or supplementing what is already available, and popular acceptance, and therefore economic success, can come only by convincing consumers that the new medium improves on the experience of older ones.[12]” The material and economic dimensions of remediation suggest that new medium needs a balance between the user experience it provides and economical affordability it requires. The price of siftables and the dependency on other devices(screen and camera) of 3-D book are obstacles in terms of reaching the balance.
Conclusion
Siftables and 3-D book, respectively incorporate physical world interaction and physical artifacts into digital media, provide engaging user experience and intuitive affordance. They take what physical and digital media can do best into account, provide seamless user experience between physical and digital worlds, remediate and transcend either physical or digital media. Both of them have great development potential.
References
[1] Susanne Bødker, When second wave HCI meets third wave challenges, Proceedings of the 4th Nordic conference on Human-computer interaction: changing roles, p.1-8, October 14-18, 2006, Oslo, Norway [doi>10.1145/1182475.1182476]
[2]Microsoft Surface Youtube Search Result http://www.youtube.com/results?search_type=&search_query=microsoft+surface&aq=0&oq=micros
[3]Wii Youtube Search Result http://www.youtube.com/results?search_type=&search_query=wii&aq=f
[4] Phoebe Sengers , Bill Gaver, Staying open to interpretation: engaging multiple meanings in design and evaluation, Proceedings of the 6th conference on Designing Interactive systems, June 26-28, 2006, University Park, PA, USA [doi>10.1145/1142405.1142422]
[5] William W. Gaver , John Bowers , Andrew Boucher , Hans Gellerson , Sarah Pennington , Albrecht Schmidt , Anthony Steed , Nicholas Villars , Brendan Walker, The drift table: designing for ludic engagement, CHI ‘04 extended abstracts on Human factors in computing systems, April 24-29, 2004, Vienna, Austria [doi>10.1145/985921.985947]
[6]Adobe Interactive Installation http://www.youtube.com/watch?v=a-NRdyUx8Lc&feature=related
[7]Siftable http://www.youtube.com/watch?v=vbwzBBHtNGI
[8]3-D book: Earth Structure http://www.youtube.com/watch?v=1RuZY1NfJ3k&feature=related
[9] Olav W. Bertelsen , Søren Pold, Criticism as an approach to interface aesthetics, Proceedings of the third Nordic conference on Human-computer interaction, p.23-32, October 23-27, 2004, Tampere, Finland [doi>10.1145/1028014.1028018]
[10]McCarthy, J. & Wright, P.(2004).Technology as experience. Cambridge, MA:MIT Press.
[11] siftables TED presentation, http://blog.wired.com/business/2009/02/ted-siftable-co.html
[12] Bolter & Grusin, “Networks of Remediation” in Remediation: Understanding New Media (64-87)