Tape as Interface
Monday, July 31st, 2006

Edgebomber by Sushigames is a gaming installation floating round the blogosphere at the moment (thanks We-make-money-not-art), that allows players to create their own levels by cutting out bits of tape and placing them on the wall. The simulation then detects the edges created by these bits of tape (webcam computer vision presumably) and turns them into the platforms for a straightforward platform game controlled by a joystick. This gives the players a nice sense of participation by allowing them to easily create their own environments, and gives the game a tactile nostalgic feeling, evoking memories of sticky-back plastic, scissors and coloured card.

It really reminded me of a the Alias R&D Disc I blogged a while ago, which featured some interface R&D work that they had carried out to attempt to transfer the “tape drawing” method used by vehicle designers to their software (presumably for studio tools). I’ve managed to dig out a paper here “Creating principal 3D curves with digital tape drawing” that covers this research and the prototype they created. From the abstract
Previous systems have explored the challenges of designing an interface for automotive styling which combine the metaphor of 2D drawing using physical tape with the simultaneous creation and management of a corresponding virtual 3D model. These systems have been limited to only 2D planar curves while typically the principal characteristic curves of an automotive design are three dimensional and non-planar. We present a system which addresses this limitation. Our system allows a designer to construct these non-planar 3D curves by drawing a series of 2D curves using the 2D tape drawing technique and interaction style. These results are generally applicable to the interface design of 3D modeling applications and also to the design of arm’s length interaction on large scale display systems.



























