Beskrivning av bidrag
This project aims to redefine the concept of the book, by enhancing its familiar experience with projected visuals, haptic interaction and sound feedback. Physical prototyping has led to a robust interaction with haptic input modes of touch, release and hold. Lumobok was designed with flexibility of its content in mind, and the produced prototype includes six pages of dynamic content with the theme of environmental sustainability. Signals from analog triggers of conductive ink were connected to copper tape and subsequently digitized in a microcontroller (Arduino) to generate visual and audio content. From within Unity, content creation, marker tracking and projection took place. The six pages of content include an introductory cover, a multiple choice quiz, a multiplayer game and a lifestyle quiz with corresponding responsive landscape.
The Arduino microcontroller was placed within the binder. The 12 pins on the capacitive sensor were reused for each page by splitting the signal paths. A projector was placed above the book with a tripod at 1.5 meters height, connected to a computer along with the Arduino.
We used a webcam feed with Vuforia in Unity to identify the book pages, and our Unity program triggered which content would be shown. The book’s position was also tracked in case it moved from its original position. 2D and 3D visual content was created within Unity and projected onto the pages.
By projecting visual content and by digitizing analog triggers on a shared space, users are offered a more casual and collaborative approach to interaction than by conventional individual on-screen experiences. This is the core of the Lumobok concept. A connection between the long-standing unimodal interaction that the book offers was meant to be established with emerging technologies to thus create an exciting multimodal fusion. The possibility of playful collaboration, which is an unusual interaction for a book, adds another level of engagement and meaningfulness to the interaction. The familiarity of the book brings tacit expectations of how to approach the object, but it has turned on its head thanks to the uncommon ways of interaction. By adding digital, tangible and sound properties to the object, we enhance the interaction with it and add experiences that are not possible with just the object’s physical properties.
Interactive Media Technology, KTH