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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Alternate Fabrication Approaches for Tangible Knobs on Capacitive Commodity Devices</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Brygg Ullmer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>bullmer@clemson.edu</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Alexandre G. de Siqueira</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Clemson University</institution>
          ,
          <addr-line>Clemson, SC</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Louisiana State University</institution>
          ,
          <addr-line>Baton Rouge, LA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Mark Delarosa</institution>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Solano Community College</institution>
          ,
          <addr-line>Fairfield, CA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>After decades of research and practice, the tangible interface community still contemplates the question of what tangibles might look and act like as they grow common. This paper discusses some fabrication techniques and commercial examples of a class of tangibles embodied as cylinders, wheels, or knobs that can function with mass-market multi-touch devices. We consider laser cut knobs, 3D printed knobs, and support these with several simple applications, as well as trajectories toward more applied uses. We also discuss interoperability with Microsoft Surface Dials and consider future implications of our current work.</p>
      </abstract>
      <kwd-group>
        <kwd>Author Keywords Tangible user interfaces</kwd>
        <kwd>capacitive touch screens</kwd>
        <kwd>passive knobs</kwd>
        <kwd>dials</kwd>
        <kwd>3D printing</kwd>
        <kwd>laser cutting</kwd>
        <kwd>pattern classification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>INTRODUCTION
As the number of publications investigating tangible interfaces
approaches 3000 (per the ACM and IEEE Digital Libraries),
many researchers, practitioners, educators, commercial
startups, students, and beyond are increasingly contemplating the
question of what tangibles might look and act like as they grow
common. Might they be general purpose, special purpose, or
some combination of function? May they most often be built
or bought? May they best be fabricated using laser cutter,
3D printer, by hand, or in some other fashion? We suspect a
likely answer is “yes, and ...” As illustrated by the activities
of TEI, DIY, Maker Spaces, Internet of Things, among others,
momentum on all of these fronts and many more currently
exists, and we imagine this is likely to continue.</p>
      <p>
        Regarding specialized forms, perhaps a majority of
publications to date explore distinctive physical forms. From a
general tangibles perspective, cubes, cylinders/knobs/dials/wheels,
marbles/spheres, and several other geometrical forms have
recurred as common patterns not only in the tangibles literature,
but also going back hundreds or thousands of years, from clay
accounting tokens [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] to Froebel’s gifts [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], and far beyond.
Commercial industry has, especially of late, introduced many
mass-market variations upon dials: fixed, like SGI’s Dial
Boxes [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]; wired, like Griffin’s PowerMate [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]; and
wireless, like Microsoft Surface Dials [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], Dell Canvas totens
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and many others. This makes the present seem an
interesting moment to explore synergies between community and
commercial forms.
      </p>
      <p>
        While some might aspire for a single standard to emerge,
seeking possibilities and interoperability between many different
variants may be attractive. In resonance with several academic
and commercial approaches, we illustrate some platforms that
work on commodity multi-touch devices that inter operate
with custom and commercially available knobs; and introduce
variations on knobs fabricated by laser cutters, 3D printers,
and variations upon commercial forms. Following the success
of TUIO (www.tuio.org), we explore OSC [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] and TUIO
variants as a low-level protocol, while hoping to join others in
considering what higher level data descriptions and protocols
might look like.
      </p>
      <p>
        BACKGROUND AND RELATED WORK
Tangible interfaces represent a subfield of human-computer
interaction (HCI) concerned with approaches for giving
physical, interactively manipulable form to digital information. The
topic is also referred to as tangible user interfaces (TUIs) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ],
in the context of research investigating tangible interaction.
A number of tangible-enabled systems employ dial-like
tangibles as representations and controls for cyberphysical
associations. The use of knobs in computational systems has a long
history. The electromechanical interfaces of the 1946 ENIAC
computer incorporated hundreds of radial input dials [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The
mid-1950s SAGE system [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], Sutherland’s 1960s SketchPad
system [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], and many other early graphical interfaces
prominently incorporated interaction via mechanical dials. These
early uses employed permanently mounted physical dials that
were either statically mapped to specific digital functions, or
reassigned by the GUIs to which they were coupled.
      </p>
      <p>
        Among systems conceived as tangible interfaces, tagged
handles offered interchangeable, tracked knob-like elements with
haptic feedback, often used in audio contexts [
        <xref ref-type="bibr" rid="ref10 ref11 ref15">10, 11, 15</xref>
        ].
Where tagged handles were “labeled” with radial arrays of
shapes and textures, the wheels of Strata/ICC [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] and tangible
query interfaces [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] labeled tokens with static text and visuals,
and applied these to parametric navigation of diverse datasets.
Where [
        <xref ref-type="bibr" rid="ref11 ref18 ref19">11, 19, 18</xref>
        ] structured knobs interaction around fixed
mechanical constraints, Sensetable and ReacTable allowed
tangibles to be sensed and graphically mediated through
continuous manipulation across interactive tabletops [
        <xref ref-type="bibr" rid="ref10 ref15">10, 15</xref>
        ].
More recently, research including SLAP widgets [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and
FacetStreams [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], have evolved the visual, domain
application, and implementational strategies. In other variations, the
smartwatch-based tokens of [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] employ new commodity
platforms toward the realization of active knob-like tokens.
Among the most common applications, tangible interfaces
have engaged elementary education [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], art and music [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ],
and DIY/Maker Movement [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Many tangible interfaces
have also engaged scientific applications [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. We aim to
balance our sample applications among these contexts.
DESIGNING THE KNOBS
Our research group has a long history in developing tangible
interfaces. Some of these have involved electro-mechanical
systems. In recent years, we have also emphasized
generalpurpose, reproducible approaches allowing multiple knobs to
be assembled faster and more uniformly than the manually
fabricated ones.
      </p>
      <p>Our present knobs are sensed by commodity, widespread
hardware platforms that are capable of capacitive sensing, such
as tablets, laptops, and smart-phones; eliminating the
necessity of custom-built or special-purpose hardware. Our design
incorporates constellations of three touch points, sometimes
using stylus tips, sometimes flat conductive rubber; that may
be rigid or pliable. The pattern defined by each knob allows
them to be uniquely identified. Position and direction can also
be sensed by the underlying software. More recently, we have
started to explore and integrate commercial variations, such as
the Microsoft Surface Dial.</p>
      <p>
        Shape, Size, Materials and Context
Our knobs have been designed considering design criteria
within [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]: shape, size, materials, and usage context.
In terms of shape, the use of cylindrical objects such as dials,
knobs, and wheels in computational systems has a long history,
including in the TUIs realm; This informed our design choice
for round knobs with a flat top and bottom, indicating the
affordance of rotation.
      </p>
      <p>The knobs’ size is comfortably held by most teenagers and
adults, while also being suitable and safe for children, with
the possible exception of the very young. Knobs are ~6 cm in
diameter.</p>
      <p>Capacitive sensing requires designing knobs in which some or
all components are conductive. We use acrylic sheets, wood,
and metal shims when fabricating with laser cutters and
acrylonitrile butadiene styrene (ABS), or conductive polylactic
acid (PLA) thermoplastic when 3D printing.</p>
      <p>In the next sections, we present our laser cut and 3D printed
knobs, together with associated TUI prototypes.</p>
      <p>
        Design and engineering considerations
Fabricating passive knobs requires careful design and
engineering decisions. To distinguish capacitive objects from
finger-touches, spatial [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] or temporal [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] multiplexing is
typically used. The more common of these, and the one we
employ, is spatial multiplexing. Here, two or more
conductive, capacitively coupled points are positioned in a distinct
constellation relative to each other. Different systems employ
different numbers of contact points. This number is associated
with trade-offs including the physical size, distinguishable IDs,
number of concurrent tokens, error-resilience, required
physical pressure, materials and fabrication technologies employed,
and mobile vs. fixtured use.
      </p>
      <p>
        Two other broader technical constraints shape the
functionality of capacitive tags. First, multi-touch capacitive screens
typically incorporate a number of constraints relative to their
anticipated use and function. For example, most capacitive
tablets presently support a maximum of ~10 simultaneous
sensed touches, and are presently tuned to sense contacts of
sizes comparable to fingertips. Second, any system that relies
upon electromechanical connections is influenced by a variety
of properties that govern the quality of electrical contact. A
phenomenon known as switch bounce occurs whenever
mechanical jitter causes intermittent disconnection of the circuit
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This temporary loss of contact is known to cause glitches
in systems that inadequately filter this form of noise. The
mapping and filtering employed by capacitive multi-touch
devices to transform analog field input into 2D events introduces
analogous artifacts. This is compounded by several challenges.
First, some present multi-touch capacitive surfaces are glass,
which may be scratched by metal. Second, especially if more
than three conductive tags are utilized, simple geometry and
mechanics suggests all points may not be in constant contact
with the sensing surface.
      </p>
      <p>LASER CUT KNOBS
Fig 2 depicts a knob fabricated with a laser cutter. In our
approach, we sandwich a central conductive ring, used to
establish electrical contact with a user’s hand, with non-conductive
layers. These outer layers support human legibility (the
upper visually-inscribed layer) and computational legibility (the
lower layer). The lower layer structures a constellation of
touch points, realized as threaded conductive mesh stylus tips.
The pattern described by these tips is defined by an acrylic
guide piece that is positioned within the internal circumference
of the metallic ring. The non-conductive layers also serve as
mechanical fixture plates for connecting the ensemble
structure together. The pieces are held together by three pairs of
rivets and screws.</p>
      <p>The small size of the pieces employed suggests this design
can be replicated with most laser cutters, as well as other
fabrication tools (e.g., CNC mills and routers, water jets, etc.)
from a variety of materials. Figure 5 lists the parts involved.
3D PRINTED KNOBS
While our first-generation approach seemed altogether
effective, the fabrication and assembly of the multiple components
could be laborious, our design was sometimes heavy, and not
all groups have access to laser cutters. The rise of 3D
printers interested us in their potential as an alternative approach.
3D printing, also known as additive manufacturing, offers a
new platform for creating knobs and tangibles in general. The
three-dimensional body of a knob is generated by “slicing” the
virtual model into two-dimensional segments and then printing
the actual object layer by layer.
Fabrication of 3D printed knob requires no external tools, and
can be printed on-site within an hour. The level of complexity
of a 3D printed knob design is limited to that of one’s 3D
printer and CAD (Computer Aided Design) skills.
In terms of the number of components, our laser cut design
requires the assembly of nine distinct components, while the
3D printed counterpart (in its simplest form) consists of only
two distinct components and four parts in total. Figure 5 shows
a comparison between the number of parts required by each
design and fabrication technology.</p>
      <p>Three different 3D printers were used in the fabrication of
our knobs: The mono-extruder Lulzbot Taz, the dual-extruder
Makerbot Replicator 2X, and a Voxel8 machine (www.voxel8.
com). With the Lulzbot and Makerbot, we used conductive
PLA for the body of knobs. With the Voxel8 knobs were
fabricated with non-conductive ABS; 3D printed “wires” made
of conductive silver ink coupled the touch of a user to the
capacitive display. The silver ink also has the capacity of
connecting embedded hardware. Figure 3 shows a knob being
3D printed. For customization, an acrylic ring and a faceplate
were added to the 3D printed knobs.</p>
      <p>SAMPLE APPLICATIONS
Several small applications have been developed to
demonstrate the knobs. All three applications presented here have
been tested on Microsoft Surface tablets, Lenovo laptops with
capacitive touch screens, and Dell 27" multi-touch displays.
Matching Blocks, Collage, and VideoPlayer
The Matching Blocks application, depicted in Figure 4(a),
was inspired by children’s toys that require fitting objects,
eg. blocks of wood into corresponding slots. The goal is to
match the geometric figures of knobs with the figures on the
GUI. Visual and auditory feedback is given in response to the
actions of the user. Six distinct knobs are used by application.
Faceplates made of balsa, a type of soft wood, were added for
decoration. The knobs’ body is made of acrylic of a variety of
colors in an attempt to appeal to children’s eyes.</p>
      <p>The Collage application works as a set of stamps, as shown
in figure 4(b). Each stamp is represented by a knob. Users
can stamp the images anywhere on screen, any number of
times. First users "stamp" a background then they add different
elements to the scene such as a house, a dog, trees or apples.
The wooden knobs used by Collage are slightly lighter than
the acrylic ones, requiring users to apply pressure for detection.
This turned out to be a feature for our application by emulating
more realistically a real rubber stamp.</p>
      <p>The VideoPlayer, shown in figure 4(c), is a TUI for video
playback. Some knobs are containers of video files and others
are playback controls. Besides detection and identification,
the rotation of knobs controls discrete and continuous
variables. We explore a combination of finger touches and knob
actions. A video can be moved around by touch, but can only
be controlled by using one of the physical knobs.</p>
      <p>TUIO PROTOCOL
TUIO is an open framework that defines a common protocol
and API for tangible multi-touch surfaces. We use a slightly
modified version of the TUIO 2.0 protocol for 2D tokens. Our
version better suits our needs without any additional
parameters. A typical message is encoded as follows:</p>
      <p>
        /tuios/tok s i x y a p
Here ‘s’ is a knob id; ‘i’ is the pattern id of the knob; ‘x,y’
position of the knob on the screen; ‘a’ current angle of a knob,
and ‘p’ a boolean indicating if a knob is placed on screen.
COMMERCIAL KNOBS
Recent mass-market commercial variations of knobs such as
the Microsoft Surface Dials [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and Dell Canvas’ totens [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
with their native integration with the Windows 10 operating
system, motivated us to seek interoperability between these
devices and our platforms.
      </p>
      <p>We are interested in integration achieved purely by software,
or by performing small modifications. We have integrated
unmodified Microsoft Dials to our applications running on
Microsoft Surface Studio machines, and slightly modified
Dials running on any Windows 10 machine. Our modification
includes adding the pattern of touch points to the Dials. Figure
3 depicts a tablet using a Microsoft Dial as a control knob.
CONCLUSION AND FUTURE WORK
We have introduced our work on variations of knobs fabricated
with laser cutters, 3D printers, and commercial forms. We
showed prototypes that work on mass-market multi-touch
systems, capable of interoperability with custom-made and
commercial dial devices. We do not perceive any single technology
as intrinsically better; instead, we see the future populated by
combinations and hybrids of these and other variations.
Currently, our work focuses on passive knobs but we hope to
soon integrate active ones; either by fabricating custom
active knobs, integrating and modifying commercial variations,
or integrating knobs and higher level data description
protocols already existing and under development in the tangibles
research community.</p>
      <p>We look forward not only to the opportunity of sharing our
work but also to prospects for working with other research
groups; giving, receiving feedback, forging partnerships and,
in this manner, contribute to the lively tangibles community.
ACKNOWLEDGMENTS
This research was partially supported by the National Science
Foundation under award CNS-1126739 with additional
support from Louisiana State University, Clemson University and
the Coordination for the Improvement of Higher Education
Personnel (CAPES). We thank our colleagues from the NSF
REU program at Louisiana State University who provided
insight that greatly assisted the research.</p>
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