Tangible Stickers: A Sensor Based Tangible User Interface

  • Daniel Zatulovsky
  • Jihad El-SanaEmail author
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11883)


In this paper we present the Tangible Stickers, a tangible interface framework which is based on small devices that include Inertial Measurement Units (IMU) sensors, such as gyroscopes and accelerometers. These Tangible Input Devices (TID) are attached to physical objects turning them into input devices, which transmit the sensed data wirelessly to a paired server. The server maintains the states of its paired devices in a stateful manner and expose these devices with their state to interactive applications connected to the server. These applications interact with the paired devices and augment their attached physical objects creating a tangible user interface. Our framework enables an application developer to easily incorporate a tangible interface into their applications, which communicate with the server to receive the state of these devices, and update the state of their digital counterparts. We have implemented the proposed framework, tested our implementation on various scenarios and conducted a user study, whose results were encouraging.


Tangible interfaces Augmented Reality Internet of Things 


  1. 1.
    Benko, H., Ishak, E.W., Feiner, S.: Cross-dimensional gestural interaction techniques for hybrid immersive environments. In: 2005 IEEE Proceedings on Virtual Reality (VR 2005), pp. 209–216. IEEE (2005)Google Scholar
  2. 2.
    Chi, H.L., Kang, S.C., Wang, X.: Research trends and opportunities of augmented reality applications in architecture, engineering, and construction. Autom. Constr. 33, 116–122 (2013)CrossRefGoogle Scholar
  3. 3.
    Dünser, A., Grasset, R., Billinghurst, M.: A survey of evaluation techniques used in augmented reality studies. Human Interface Technology Laboratory New Zealand (2008)Google Scholar
  4. 4.
  5. 5.
    Grasset, R., Boissieux, L., Gascuel, J.D., Schmalstieg, D.: Interactive mediated reality. In: Proceedings of the Sixth Australasian conference on User interface-Volume 40, pp. 21–29. Australian Computer Society, Inc. (2005)Google Scholar
  6. 6.
    Kaufmann, H.: Collaborative augmented reality in education. Institute of Software Technology and Interactive Systems, Vienna University of Technology (2003)Google Scholar
  7. 7.
    Kaufmann, H., Schmalstieg, D.: Designing immersive virtual reality for geometry education. In: IEEE Virtual Reality Conference (VR 2006), pp. 51–58. IEEE (2006)Google Scholar
  8. 8.
    Lee, W., Park, J.: Augmented foam: a tangible augmented reality for product design. In: Fourth IEEE and ACM International Symposium on Mixed and Augmented Reality (ISMAR 2005), pp. 106–109. IEEE (2005)Google Scholar
  9. 9.
    Leap Motion: Leap motion (2019).
  10. 10.
    Oculus: Oculus touch (2019).
  11. 11.
    Regenbrecht, H., Baratoff, G., Wilke, W.: Augmented reality projects in the automotive and aerospace industries. IEEE Comput. Graph. Appl. 25(6), 48–56 (2005)CrossRefGoogle Scholar
  12. 12.
    Unity3D: Unity3D (2019).
  13. 13.
    Von Itzstein, G.S., Billinghurst, M., Smith, R.T., Thomas, B.H.: Augmented reality entertainment: taking gaming out of the box. In: Lee, N. (ed.) Encyclopedia of Computer Graphics and Games, pp. 1–9. Springer, Cham (2017). Scholar
  14. 14.
    Watanabe, R., Itoh, Y., Asai, M., Kitamura, Y., Kitamura, Y., Kishino, F., Kikuchi, H.: The soul of activecube: implementing a flexible, multimodal, three-dimensional spatial tangible interface. Comput. Entertain. (CIE) 2(4), 15 (2004)CrossRefGoogle Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Department of Computer ScienceBen-Gurion University of the NegevBeer-ShevaIsrael

Personalised recommendations