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Outline

Media cushion

2011, ACM SIGGRAPH 2011 Posters on - SIGGRAPH '11

https://doi.org/10.1145/2037715.2037768

Abstract
sparkles

AI

Media Cushion introduces a novel interface leveraging common household cushions to create a responsive living environment through the detection of natural body movements. By employing sensors to observe user interactions and contexts, it estimates moods and preferences, thereby adjusting environmental elements such as light and sound accordingly. The design process included observational studies, which identified key patterns of cushion usage, enabling the system to learn from user behavior for a more personalized experience.

Media Cushion: Soft interface to control living environment using human natural behavior Izumi Yagi Shigeru Kobayashi Ryo Kashiwagi Daisuke Uriu Naohito Okude Graduate School of Media Design, Keio University {izumi, mayfair, kashiwagi, uriu, okude}@kmd.keio.ac.jp 1. Introduction The ubiquitous era [Weiser 1995] has begun to unfold. Through sensors and actuators connected with the physical world, the computers support our daily life by sensing our behavior. Figure 2. Defined natural behavior of usage of the cushion However, most interfaces around us still remain in hard touch (unconscious control) and command (conscious control). points and the old direct manipulations such as switches and buttons. This makes it difficult to give fully appropriate and flexible services to the user according to his/her situation. We propose Media Cushion as a new soft interface for the ubiquitous era, which enables us to control the living environment more naturally and adequately by taking in human body movements. 2. Media Cushion Media Cushion controls the living environment according to the Figure 3. The hardware structure of Media Cushion. user’s  messages. By combining the natural physical movements of the human body when using a cushion with the context System: Media Cushion has 3 types of sensors to estimate the information (such as who the user is and when it is used), it can cushion’s  usage: an acceleration sensor to detect the direction of estimate the   user’s   mood and needs, and produce an appropriate the cushion, capacitive touch sensors to detect the way to hold, environment. For example, when you lie down on the sofa in a and a photo reflector as a proximity sensor to detect the level of weekend evening, using Media Cushion as a pillow, the light the pressure on the cushion (Fig3). By combining these sensor turns dark and the music stops, so you can take a nap comfortably data,  the  system  can  calculate  the  cushion’s  situation. To develop (Fig1). In this way, Media Cushion can create atmospheres by the calculating system, we created subjective probabilistic models controlling the environment such as lights and sounds according for Bayesian network and implemented with the Netica API for to  the  user’s  mood.   Java. We introduced traditional linguistic theories (Jacobson’s   “six  elements”  and  Martine’s  “double  articulation”)  to  the system. In addition to the natural usage of the cushion, Media Cushion also has several commands (conscious controls) such as double tap to cancel the environment (Fig2). Media Cushion learns a user’s   behaviors   and   preferences,   and   hence provides more appropriate environment for the user. 4. Conclusion Media Cushion uses a cushion, an ordinary item in our daily life, as a new touch point for responsive environments by introducing the natural behaviors that we already have as habits. We’d  like  to   Figure 1. Examples of usage of Media Cushion expand to other items such as sofas and rugs, and make the ubiquitous home life more enjoyable and comfortable. 3. Design Process and System Acknowledgements Design Process: We often come in contact with fabric products like sofa and cushion in our daily life. Thus, we think they are This research is carried out under CUTE Project No. WBS R- appropriate items to be used to control living environment, and we 7050000-100-279 partially funded by a grant from the National chose cushion to start with. We conducted video observations at 7 Research Foundation (NRF) administered by the Media houses and analyzed how people use the cushion at the sofa space Development Authority (MDA) of Singapore. in the living room. As a result, we found that there are several patterns in the usage of the cushion related to the human body Additional Authors movements,   such   as   “Hug”   (hugging   the   cushion),   “Head”(pillowing),  “Back”(putting  at  the  back),  “Desk”(using  as   Malek Anouti, Ruri Araki, Mizuki Ohno, Takao Tanigaki, Jun a desk), and “Elbow”(resting  one’s  elbow) (Fig2). We also found Yabuki and Naoya Takei. that the patterns of the usage  of  the  cushion  and  the  user’s  activity   at the sofa are closely related. For example, when sleeping at the References sofa, the user uses the cushion as a pillow, or when reading a book at the sofa with using the cushion as a desk. MARK WEISER, 1995, The computer for the 21st century, In Scientific American, vol. 272, No. 3, pp. 78-89, ACM, 95–104. View publication stats