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Case Studies: Other Prototypes

Table of Contents

  1. EscapeRoom
  2. FlightSim
  3. MIReFlex
  4. Implications for Framework Development

These smaller prototypes explored specific technological and conceptual approaches, addressing open questions identified during model development. They also served to validate the ReFlex framework in practical use and were demonstrated at selected events to gather user feedback.

EscapeRoom

EscapeRoom: Game concepts with vibrotactile feedback

Profile field Description
Title EscapeRoom
Year 2022
Focus Concept, Integration
Format Elastic Display tabletop
Framework ReFlex
Sensor Microsoft Azure Kinect
Architecture Client-server (ASP.NET Core + Angular + TactJam)
Scenario Spatial interaction in a game scenario
Features - spatial interaction metaphors
- vibrotactile feedback
Publication Müller, M. & Kammer, D. (2022): Augmenting Elastic Displays with Active Vibrotactile Feedback. In: C. Marky, U. Grünefeld & T. Kosch (Eds.): Mensch und Computer 2022 - Workshopband. Bonn, Germany: Gesellschaft für Informatik e. V. (GI). DOI: 10.18420/muc2022-mci-ws04-359.

Research Questions

EscapeRoom explored spatial interaction metaphors in a web-based game. It combined lateral movement, inward pressing, and outward pulling with active vibrotactile cues to support gesture execution and communicate interaction outcomes.

Features and Limitations

The implementation combined an ASP.NET Core server with an Angular client. An interface between ReFlex and TactJam controlled vibration motors mounted along the edges of the fabric.

Vibrations served as feed-forward during gesture execution, as feedback when a gesture was completed, and as cues suggesting physical resistance. The integration therefore extended the display’s interaction with actively generated tactile signals.

Scenario

Players manipulated objects through several deformation-based gestures:

Interaction Effect in the game
Move the pressure point laterally Pull an object open through a spatial swipe gesture.
Repeatedly press inward and pull outward (“pumping”) Dig objects free.
Pull outward Pick up objects.
Press lightly Touch objects.
Press more deeply Continuously manipulate objects to move or break them open.

Vibrotactile cues accompanied these gestures, connecting their execution and completion with the game’s spatial interaction metaphors.

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FlightSim

FlightSim: Immersive Flight Control on an Elastic Display

Profile field Description
Title FlightSim
Year 2022
Focus Concept, Integration
Format Elastic Display wall
Framework ReFlex
Sensor Microsoft Azure Kinect
Architecture Client-server (ASP.NET Core + three.js)
Scenario Immersive flight control
Features - gestures for steering and controlling the speed of flying objects
- partitioning of the interaction space
Publication Müller, M., Kammer, D., Grimm, L., Fabian, K. & Simon, D. (2022): ReFlex Framework: Rapid Prototyping for Elastic Displays. In: P. Bottoni & E. Panizzi (Eds.): AVI 2022: Proceedings of the 2022 International Conference on Advanced Visual Interfaces. New York, NY, USA: ACM. DOI: 10.1145/3531073.3534482.

Research Questions

FlightSim explored remote control of flying or hovering objects through an Elastic Display. Its interaction concept investigated how different deformation-depth ranges could distinguish looking around from controlling movement.

Features and Limitations

The prototype used ReFlex with an ASP.NET Core server and a three.js client. A procedurally generated landscape provided an immersive view from the flying object’s perspective, with flight along the virtual space’s depth axis.

The control concept assumed that the object did not need to move backwards. It partitioned the interaction space into two depth ranges, assigning different controls to shallow and deeper pressing.

Scenario

Interaction Effect in the simulation
Press lightly Change the viewing direction without changing the direction of movement.
Press more deeply Control speed and flight direction.

Steering followed a joystick-like mapping: the direction vector was the difference between the centre of the display and the pressure-point position, considering only displacement within the display plane.

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MIReFlex

MIReFlex: Spatial Audio Placement in Multisensory Interaction Room

Profile field Description
Title MIReFlex
Year 2023
Focus Concept, Integration
Format Elastic Display tabletop
Framework ReFlex
Sensor Microsoft Azure Kinect
Architecture Client-server (ASP.NET Core + Unreal Engine 5)
Scenario Control of spatial audio sources
Features - integration into a multisensory interaction room
- linking different user perspectives

Research Questions

MIReFlex explored using an Elastic Display to position spatial audio sources within a multisensory interaction room (Mehrsinnlicher Interaktionsraum, MIR). It connected a tabletop view of the virtual environment with an immersive surrounding projection.

Features and Limitations

The installation combined an Elastic Display tabletop with a 270° surrounding projection. The implementation used a distributed multiplayer application in Unreal Engine 5, with different roles assigning the views and rendering paths for the surrounding environment and the tabletop. Content was synchronized between the two systems.

The Elastic Display was integrated through the Unreal Engine plugin developed as part of ReFlex.

Scenario

The tabletop displayed a stylized overhead view of the virtual environment. Users positioned audio objects on this three-dimensional map by pressing into the surface; deformation depth controlled their height in the virtual scene. The tabletop thus provided a spatial control view linked to the room’s immersive presentation.

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Implications for Framework Development

Student development projects provided practical feedback on ReFlex’s tools and their accessibility to new developers. Each explored a complete design and implementation cycle, with the emphasis on validating methods and tools rather than iteratively refining the application scenario. Their feedback informed subsequent framework development:

These experiences supported the usefulness of the framework and its development tools while identifying specific limitations. Many reported issues were addressed during subsequent development; the accounts do not establish that every limitation was resolved. They also showed that software tooling and physical interaction prototyping needed to develop together.

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