AmbiPlant - Ambient Feedback for Digital Media through Actuated Plants

To enhance viewing experiences during digital media consumption, both research and industry have considered ambient feedback effects to visually and physically extend the content presented. In this paper, we present AmbiPlant, a system using support structures for plants as interfaces for providing ambient effects during digital media consumption. In our concept, the media content presented to the viewer is augmented with visual actuation of the plant structures in order to enhance the viewing experience. We report on the results of a user study comparing our AmbiPlant condition to a condition with ambient lighting and a condition without ambient effects. Our system outperformed the no ambient effects condition in terms of engagement, entertainment, excitement and innovation and the ambient lighting condition in terms of excitement and innovation.

[1]  Pramodita Sharma 2012 , 2013, Les 25 ans de l’OMC: Une rétrospective en photos.

[2]  Sungkil Lee,et al.  Saliency-Driven Tactile Effect Authoring for Real-Time Visuotactile Feedback , 2012, EuroHaptics.

[3]  E. Williams Experimental Designs Balanced for the Estimation of Residual Effects of Treatments , 1949 .

[4]  Desney S. Tan,et al.  With similar visual angles, larger displays improve spatial performance , 2003, CHI '03.

[5]  Oskar Juhlin,et al.  Plant-computer interaction, beauty and dissemination , 2016, ACI.

[6]  Antonio Krüger,et al.  Overgrown: Supporting Plant Growth with an Endoskeleton for Ambient Notifications , 2019, CHI Extended Abstracts.

[7]  Ivan Elhart,et al.  Plantxel: Towards a Plant-based Controllable Display , 2018, PerDis.

[8]  Adrian David Cheok,et al.  BioMedia for Entertainment , 2008, ICEC.

[9]  Samuel B. Williams,et al.  ASSOCIATION FOR COMPUTING MACHINERY , 2000 .

[10]  Antonio Krüger,et al.  ambiPad: enriching mobile digital media with ambient feedback , 2014, MobileHCI '14.

[11]  Todd Ingalls,et al.  Biological HCI: Towards Integrative Interfaces Between People, Computer, and Biological Materials , 2018, CHI Extended Abstracts.

[12]  Harpreet Sareen,et al.  Cyborg Botany: Exploring In-Planta Cybernetic Systems for Interaction , 2019, CHI Extended Abstracts.

[13]  Sujin Lee,et al.  How 4D effects cause different types of presence experience? , 2011, VRCAI '11.

[14]  W. IJsselsteijn Presence in the past : what can we learn from media history? , 2003 .

[15]  Eduardo E. Veas,et al.  BioIoT: Communicating Sensory Information of a Coffee Machine Using a Nature Metaphor , 2017, CHI Extended Abstracts.

[16]  Kumiko Kushiyama,et al.  Prototyping of ambient media using shameplants , 2019, PerDis.

[17]  Masahiko Inami,et al.  flona: Development of an Interface That Implements Lifelike Behaviors to a Plant , 2012, Advances in Computer Entertainment.

[18]  A. Weffers-Albu,et al.  Immersive TV viewing with advanced Ambilight , 2011, 2011 IEEE International Conference on Consumer Electronics (ICCE).

[19]  Stephen A. Brewster,et al.  Multi-moji: Combining Thermal, Vibrotactile & Visual Stimuli to Expand the Affective Range of Feedback , 2017, CHI.

[20]  Christian Timmerer,et al.  Investigating the impact of sensory effects on the Quality of Experience and emotional response in web videos , 2012, 2012 Fourth International Workshop on Quality of Multimedia Experience.

[21]  Adrian David Cheok,et al.  Empathetic living media , 2008, DIS '08.

[22]  Mark Matthews,et al.  Biogotchi!: An Exploration of Plant-Based Information Displays , 2015, CHI Extended Abstracts.

[23]  Wei Peng,et al.  Effects of screen size, viewing angle, and players' immersion tendencies on game experience , 2012, Comput. Hum. Behav..

[24]  Hiroya Tanaka,et al.  I/O plant: a tool kit for designing augmented human-plant interactions , 2007, CHI Extended Abstracts.

[25]  Eyal Ofek,et al.  IllumiRoom: peripheral projected illusions for interactive experiences , 2013, SIGGRAPH '13.

[26]  M. Mateas,et al.  Office Plant #1: Intimate Space and Contemplative Entertainment , 2017 .