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Tangible bits: designing the seamless interface between people, bits, and atoms

Published: 12 January 2003 Publication History

Abstract

Where the sea meets the land, life has blossomed into a myriad of unique forms in the turbulence of water, sand, and wind. At another seashore between the land of atoms and the sea of bits, we are now acing the challenge of reconciling our dual citizenships in the physical and digital worlds. Windows to the digital world are confined to flat square screens and pixels, or "painted bits." Unfortunately, one cannot feel and confirm the virtual existence of this digital information through one's body. Tangible Bits, our vision of Human Computer Interaction (HCI), seeks to realize seamless interfaces between humans, digital information, and the physical environment by giving physical form to digital information, making bits directly manipulable and perceptible. The goal is to blur the boundary between our bodies and cyberspace and to turn the architectural space into an interface between the people, bits, and atoms. In this talk, I will present a variety of tangible user interfaces the Tangible Media Group has designed and presented within the CHI, SIGGRAPH, UIST, CSCW, IDSA, ICSID, ICC, and Ars Electronica communitiesHiroshi Ishii is a tenured Associate Professor of Media Arts and Sciences, at the MIT Media Lab. His research focuses upon the design of seamless interfaces between humans, digital information, and the physical environment.At the MIT Media Lab, he founded and directs the Tangible Media Group pursuing a new vision of Human Computer Interaction (HCI): "Tangible Bits." His team seeks to change the "painted bits" of GUIs to "tangible bits" by giving physical form to digital information. He also co-directs Things That Think (TTT) Consortium at the MIT Media Lab.Ishii and his students have presented their vision of "Tangible Bits" at a variety of academic, industrial design, and artistic venues (including ACM SIGCHI, ACM SIGGRAPH, Industrial Design Society of America, and Ars Electronica), emphasizing that the development of tangible interfaces requires the rigor of both scientific and artistic review. A display of many of the groups projects took place at the NTT InterCommunication Center (ICC) in Tokyo in summer 2000. A new, two-year-long exhibition "Get in Touch" that features the Tangible Media group's work opened at Ars Electronica Center (Linz, Austria) in September 2001Prior to MIT, from 1988-1994, he led a CSCW research group at the NTT Human Interface Laboratories, where his team invented TeamWorkStation and ClearBoard. In 1993 and 1994, he was a visiting assistant professor at the University of Toronto, Canada. He received B. E. degree in electronic engineering, M. E. and Ph. D. degrees in computer engineering from Hokkaido University, Japan, in 1978, 1980 and 1992, respectively.Home page for Hiroshi Ishii: <http://web.media.mit.edu/~ishii/>.

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  1. Tangible bits: designing the seamless interface between people, bits, and atoms

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    cover image ACM Conferences
    IUI '03: Proceedings of the 8th international conference on Intelligent user interfaces
    January 2003
    344 pages
    ISBN:1581135866
    DOI:10.1145/604045
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 12 January 2003

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    • (2024)Research on evaluation system of human-computer interaction system in university library under the background of artificial intelligenceProceedings of the 2024 6th Asia Pacific Information Technology Conference10.1145/3651623.3651634(69-77)Online publication date: 29-Jan-2024
    • (2022)Smart Interactive Technologies in the Human-Centric Factory 5.0: A SurveyApplied Sciences10.3390/app1216796512:16(7965)Online publication date: 9-Aug-2022
    • (2022)Weaving Fire into FormundefinedOnline publication date: 20-Jul-2022
    • (2021)Collaborative Spatial Problem-Solving Strategies Presented by First Graders by Interacting with Tangible User InterfaceHCI International 2021 - Posters10.1007/978-3-030-78645-8_9(64-71)Online publication date: 3-Jul-2021
    • (2021)Creative Process for Designing a Hybrid Game for Nutrition EducationTechnology and Innovation in Learning, Teaching and Education10.1007/978-3-030-73988-1_40(492-505)Online publication date: 11-Apr-2021
    • (2020)Towards a new hybrid game model: designing tangible experiences2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH49190.2020.9201838(1-6)Online publication date: Aug-2020
    • (2019)The INTELed pedagogical frameworkProceedings of the XX International Conference on Human Computer Interaction10.1145/3335595.3335652(1-4)Online publication date: 25-Jun-2019
    • (2019)Breaking the Fourth WallProceedings of the Thirteenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3294109.3302931(711-714)Online publication date: 17-Mar-2019
    • (2018)Virtual Transcendence ExperiencesProceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems10.1145/3210438.3210444(7-12)Online publication date: 12-Jun-2018
    • (2018)Confronting People's Fears about BatsProceedings of the 2018 Designing Interactive Systems Conference10.1145/3196709.3196783(931-943)Online publication date: 8-Jun-2018
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