blank.gif
logo.gif
LIMINAL DEVICES GROUP
PEOPLE
PROJECTS
PUBLICATIONS
LIMINAL IDENTITIES
MYOPHONE
THINK AND SPELL
CONNECTING DEVICES
INSPIRE
SLEIGHT OF HANDS


 
As mobile, wearable technology advances there will be increasing opportunities to engage in the physical world while coexisting in other times and places. In addition, access to multiple forms of communication, information, entertainment and creative expression will be greatly expanded. Can we design simultaneous realities that allow us to see and sense more than the world in front of us in ways that will enhance rather than overwhelm? The Liminal Devices group aims to create experiences and technologies that examine the threshold between virtual and physical reality and between our inner and outer states of awareness.



Rebecca Allen,Hannes Nehls, Ronan Coyle,and Jorge Santiago

Liminal Identities is an interactive installation that occurs in two physical spaces. In one place we are confronted with a large physical object, a wooden box mounted on an ordinary pallet resembling a cargo container. The box draws on the phenomena of illusion and serves as a portal to the world of mixed reality. Through the holes in the box two people can mix their identities while at times their identities will be catured and transported to a virtual world.

In another space we encounter a projected virtual world, an "augmented virtuality" that contains some of the faces from the physical box. In this world nature is represented as a hyperreality. In this "natural" world we are looking for home. One can interact in this world through a breath sensor. By breathing into the sensor one affects both the environment and movement through the virtual space.

This work is about physicality and virtuality, nature and illusion, the body and the mind and how our changing perception of reality affects our understanding of human identity.




Rebecca Allen, Samuel Inverso, Enrico Costanza, Alberto Perdomo

MyoPhone demonstrates an intimate interface using a peripheral display and EMG sensor to facilitate unobtrusive existence in simultaneous realities. In MyoPhone the user wears an eyeglass display and an EMG sensor on a bicep. When the computer detects an incoming call from the user's mobile phone it illuminates an LED in the user's peripheral vision. If the user would like more information about the caller, the bicep is subtly contracted, which brings the caller id information into the main field of vision (the eyeglass display). The user may dismiss the call with another muscle contraction and additionally send an SMS message to the caller.

The concepts behind MyoPhone will be extended to other mobile applications. The EMG switch can be used as a generic hands-free controller. Similarly, the eyeglass display (both peripheral and central) can be used to provide information of different kinds without the user's eyes needing to turn to a specific point (eyes-free display).




Rebecca Allen,Samuel Inverso

Liminal Devices is researching Brain-Computer Interfaces with a focus on determining which constraints explicitly and implicitly imposed by traditional testing environments may be relaxed while applying BCIs to everyday environments.

A Brain-Computer Interface (BCI) is a communication and control system that does not depend on peripheral nerves and muscles. BCIs typically utilize the electrical activity generated in the brain, through Electroencephalogram (EEG) recording and signal processing techniques, to derive and apply user intent in applications ranging from composing letters and music to controlling devices such as TVs and prosthetics.

EEG BCIs use a variety of brain activity including mu-rhythms, which correspondto motor movement, Slow Cortical Potentials, which are voltages changes in the cortex, and the P300 signal, which is a large positive signal that occurs with task relevant and novel stimulus. Of these, the P300 signal is the only one that does not require training.

Current EEG BCIs achieve bandwidths from 10 to 25 bits/min (approximately 2 words/min) and user error rates range from 10 to 35%.

The Think and Spell project involves expanding the T9 word prediction algorithm, used for texting with mobile phones, for use in a P300 based BCI to select and compose messages. In addition to assessing T9's effect on bandwidth, users' subjective experience, with an emphasis on comfort using a BCI, will be studied.




Rebecca Allen,Alberto Perdomo, Juanjo Andres Prado

Mobile devices need wireless communication. Devices must be able to communicate with other units and interact with them spontaneously, in a range of one to several meters. Developing mobile and wearable technologies places constraints on the size and power consumption. Different low power wireless technologies that address these problems are being evaluated in and a series of new wireless communication platforms is being designed and developed.




Rebecca Allen,Hannes Nehls,

Breath is often used as a metaphor for life itself; breathing is the ultimate expression of our physicality. The act of inhaling versus exhaling provokes images and metaphors like inspiration, preparation for action and wisdom while exhaling implies relief and physical movement.

We are experimenting with sensors that detect temperature, humidity, audio, and diaphragm movement to detect subtleties of exhaling and inhaling. The application takes full advantage of our groups research involving eyeglasses with embedded displays as well as enhances its value as a "hands-free" device.




Rebecca Allen,Enrico Costanza,Ronan Coyle,

This project explores mixed reality, to the coexistence of virtual and real elements as a computer interface.

The research is based on the use of computer vision and fiducial markers for mixed and augmented reality. We focused on the development of computer vision algorithms and their integration in an interactive system suitable for art/entertainment installations that can be deployed for mass participation. Markers can be applied to inexpensive deformable gloves that can be produced in bulk and given to installation visitors. We are developing applications that encourage collaboration between participants.

Sleight of Hands also involves the use of electromyographic (EMG) signals. Surface electrodes placed on the user's forearm are employed to detect muscle tightening and influence the mood of virtual elements. This illustrates how biosignals can be used to interact with mixed reality.

The computer vision technology used is based on the recognition of topological features, rather than geometric ones. This allows freedom in the design of the geometrical form of the fiducials, as a consequence the markers can be deformed or hidden in graphic designs. Markers will be hidden in graphic logos on t-shirts and experiments will be conducted on the meaningful use of distortion as a parameter for the interaction.



© 2004 Liminal Devices group - Media Lab Europe