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Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
ambientROOM: integrating ambient media with architectural space
CHI 98 Cconference Summary on Human Factors in Computing Systems
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Sprout I/O: a texturally rich interface
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Surflex: a programmable surface for the design of tangible interfaces
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Beyond the Tyranny of the Pixel: Exploring the Physicality of Information Visualization
IV '08 Proceedings of the 2008 12th International Conference Information Visualisation
Shutters: a permeable surface for environmental control and communication
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
WeMe: Seamless Active and Passive Liquid Communication
Proceedings of the 13th International Conference on Human-Computer Interaction. Part II: Novel Interaction Methods and Techniques
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SKIN: designing aesthetic interactive surfaces
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Bosu: a physical programmable design tool for transformability with soft mechanics
Proceedings of the 8th ACM Conference on Designing Interactive Systems
Ambient influence: can twinkly lights lure and abstract representations trigger behavioral change?
Proceedings of the 12th ACM international conference on Ubiquitous computing
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Personal and Ubiquitous Computing
"Vection field" for pedestrian traffic control
Proceedings of the 2nd Augmented Human International Conference
Growing grass: a smart material interactive display, design and construction history
Proceedings of the 1st workshop on Smart Material Interfaces: A Material Step to the Future
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Smart materials offer new possibilities for creating engaging and interesting forms of interaction and ways of displaying information in a material way. In this paper we describe Follow the Grass, a concept of an interactive pervasive display for public spaces. The display will be built up out of a number of blades of grass that are actuated in eight directions using nitinol muscle wires (i.e. a shape-memory alloy). A Microsoft Kinect-based tracking system is employed to detect users' presence. Follow the Grass can be used for entertainment purposes by displaying animations through movement of the grass, as well as for indoor way-finding and ambient persuasive guidance. We present a number of scenarios with varying scales of interaction, and different applications, followed by a description of the initial hardware design of a single blade of grass and its actuated root. We will give a description of the tracking system, and how it tracks users and is capable of identifying individuals. Finally we will provide suggestions for the further development.