

Every person exists in three types of reality. First, people live in a physical reality where things follow the common laws of physics. Second, people have their individual imagined realities where things act as wishes. Third, using computer technologies, people can create virtual realities in which the existence and behavior of people’s representations and objects is programmed and can follow arbitrary rules, defined entirely by people and not by the boundaries of physics. These three realities are highly correlated but not necessarily the same. By exploring the mismatch between these three realities, we see new concepts, new techniques, and new devices emerging, interfacing and extending these three instantiations of a reality towards one ultimate reality where creation, abstraction and embodiment are met.
We present FlueBricks, a construction kit for acoustic reasoning via building and customizing flute-like instruments. By assembling generator, resonator, and connector modules that embody various aeroacoustic properties, users gain deeper understanding of how …
We introduce Rhapso, a 3D printing system designed to embed a diverse range of continuous fiber materials within 3D objects during the printing process. This approach enables integrating properties like tensile strength, force storage and transmission, or …
FeltingReel is a soft fabrication system that allows users to create a 3D non-woven textile with various structural strengths. Our system coils wool yarn onto a central reel to form a basic shape and uses actuated barbed needles to refine it. By controlling …
We present a badminton training system that focuses on the backhand short service. Unlike the prior motor skill training systems which focus on the trainee's posture, our system analyzes the process of moving joints with the open kinetic chain (OKC), which …
Reality Rifts are interfaces between the physical and the virtual reality, where incoherent observations of physical behavior lead users to imagine comprehensive and plausible end-to-end dynamics. Reality Rifts emerge in interactive physical systems that lack …
Polarized light mosaics (PLMs) are color-changing structures that alter their appearance based on the orientation of incident polarized light. While a few artists have developed techniques for crafting PLMs by hand, the underlying material properties are …
We propose Garnish into Thin Air, dynamic and three-dimensional food presentation with acoustic levitation. In contrast to traditional plating on the dishes, we make the whole garnishing process an interactive experience to stimulate users’ appetite by …
We present Flaticulation, a method to laser cut joints that clutch two cut-in-place flat boards at designated articulated angles. We discover special T-patterns added on the shared edge of two pieces allowing them to be clutched at a bending angle. We analyze …
We present AirRacket, perceptual modeling and design of ungrounded, directional force feedback for virtual racket sports. Using compressed air propulsion jets to provide directional impact forces, we iteratively designed for three popular sports that span a …
We present PneuSeries, a series of modularized inflatables where their inflation and deflation are propagated in-between stage by stage to form various shapes. The key component of PneuSeries is the bidirectional check valve that passively regulates the air …
Optical illusions have been brought into recent video games to enhance gaming experiences. However, a large corpus of optical illusions remains unused, while few games incorporate illusions seamlessly. To mitigate the gap, we propose a workflow to guide game …
We present TexelBlocks, modular blocks that dynamically change their surfaces to support rich physical interactions. The core component of each block is a motorized crawler belt with a set of material patches attached to it, allowing each of the TexelBlocks to …
We present Impossible Staircase, a real-walking virtual reality system that allows users to climb an infinite virtual tower. Our set-up consists of an one-level scaffold and a lifter. A user climbs up the scaffold by real walking on a stairway while wearing a …
Strength training improves overall health, well-being, physical appearance, and sports performance, with training programs specifying variables such as sets, repetitions, rest time, weight, and tempo. The repetitive nature of strength training, typically …
We present Haptic-go-round, a surrounding platform that allows deploying props and devices to provide haptic feedbacks in any direction in virtual reality experiences. The key component of Haptic-go-round is a motorized turntable that rotates the correct …
Procedural generation in virtual reality (VR) has been used to adapt the virtual world to various indoor environments, fitting different geometries and interiors with virtual environments. However, such applications require that the physical environment be …
Although virtual reality hardware is now widely available, the uptake of real walking is hindered by the fact that it requires often impractically large amounts of physical space. To address this, we present VirtualSpace, a novel system that allows overloading …
We present a system that complements virtual reality experiences with passive props, yet still allows modifying the virtual world at runtime. The main contribution of our system is that it does not require any actuators; instead, our system employs the user to …
Human actuation is the idea of using people to provide large-scale force feedback to users. The Haptic Turk system, for example, used four human actuators to lift and push a virtual reality user; TurkDeck used ten human actuators to place and animate props for …
We propose a class of passive haptics that we call Sparse Haptic Proxy: a set of geometric primitives that simulate touch feedback in elaborate virtual reality scenes. Unlike previous passive haptics that replicate the virtual environment in physical space, a …
We explore how to add haptics to walls and other heavy objects in virtual reality. When a user tries to push such an object, our system actuates the user's shoulder, arm, and wrist muscles by means of electrical muscle stimulation, creating a counter force …
TurkDeck is an immersive virtual reality system that reproduces not only what users see and hear, but also what users feel. TurkDeck produces the haptic sensation using props, i.e., when users touch or manipulate an object in the virtual world, they …
We present \"Level-Ups\", computer-controlled stilts that allow virtual reality users to experience walking up and down steps. Each Level-Up unit is a self-contained device worn like a boot. Its main functional element is a vertical actuation mechanism mounted …
Motion platforms are used to increase the realism of virtual interaction. Unfortunately, their size and weight is proportional to the size of what they actuate. We present haptic turk, a different approach to motion platforms that is light and mobile. The key …
Automatic screen rotation improves viewing experience and usability of mobile devices, but current gravity-based approaches do not support postures such as lying on one side, and manual rotation switches require explicit user input. iRotateGrasp automatically …
Multitouch tablets, such as iPad and Android tablets, support virtual keyboards for text entry. Our 64-user study shows that 98% of the users preferred different keyboard layouts and positions depending on how they were holding these devices. However, current …
We present iRotate, an approach to automatically rotate screens on mobile devices to match users' face orientation. Current approaches to automatic screen rotation are based on gravity and device orientation. Our survey of 513 users shows that 42% currently …
We present TUIC, a technology that enables tangible interaction on capacitive multi-touch devices, such as iPad, iPhone, and 3M's multi-touch displays, without requiring any hardware modifications. TUIC simulates finger touches on capacitive displays using …