Fun with Blow Painting! Making leaf collages by blowing at toy windmill Yang-Ting Shen HCI Program, School of Literature, Communication and Culture Georgia Institute of Technology bowbowshen@gatech.edu Ellen Yi-Luen Do ACME Lab, College of Architecture, School of Interactive Computing, Health Systems Institute Georgia Institute of Technology ellendo@gatech.edu ABSTRACT blowing action and to guide the painting directions on the digital world we need a tangible object that a child can relate to and interact with. A toy windmill is ideal because the form encourages children to blow at the pinwheel. The “stencil” painting of leaves would appear on the digital canvas when children blow at the windmill. Children can also rotate the windmill to change the position of the “paintbrush” (See Fig 1). Blow Painting is a novel play interaction that enables children to blow at a toy windmill to create collage paintings of leaves on a digital canvas. The windmill is embedded with a microphone (to detect the blowing action) and a rotation sensor (to detect the blowing direction). Four kinds of leaves (Red Maple, Sugar Maple, Hickory and White Oak) are embedded inside transparent RFID sheets that can be placed under the windmill to provide different leaf “stencils” for the Blow Paining game. Author Keywords Blowing, painting, leaf stencil, tangible object, RFID, collage, daily experience, children, game, interactive play. ACM Classification Keywords B.4.2 Hardware, D.m Software, H.5.2 User Interfaces, J.4 Computer Applications General Terms Design, Human Factors INTRODUCTION Recently we have seen tangible interfaces developed as an alternative to the traditional WIMP (window, icon, menu, pointing device) paradigm in Human-Computer Interaction. Researchers also investigated using different modalities such as voice and gesture for interaction design. For example, the KidsRoom [1] tracks children’s positions and motions to transform the physical environment into virtual fantasy play space. People also enjoy interacting with augmented physical space with their emotions [2] and motions [3]. The I/O Brush project [4] encourages children to “pick up” colors, textures and movements in everyday materials by using a digital paintbrush and drawing with them. Fig 1: A windmill toy for the Blow Painting game. The windmill is embedded with a microphone (to detect the blowing action) and a rotation sensor (to detect the blowing direction). Four kinds of leaves (Red Maple, Sugar Maple, Hickory and White Oak) are embedded inside transparent RFID sheets that can be placed under the windmill to provide different leaf “stencils” for the Blow Paining system(See Fig 2 & Fig 3 right). THE BLOW PAINTING SYSTEM We have developed a novel game or play interaction called Blow Painting that enables children to blow at a toy windmill to create collage paintings of leaves on a digital canvas. The Blow Painting system is inspired by children’s love of blowing dandelions or soap bubbles as well as the natural wind shaped autumn leaf collages. To receive the Fig 2: Four kinds of leaves for the painting. The locations of the leaves on the digital canvas are controlled by the direction of blowing. Children can rotate the windmill structure clockwise or anti-clockwise to change the blowing direction¸ and instantly affect the distribution of the leaves (See Fig 3 left). The opacity of each leaf is decided by the blowing intensity. The blowing time duration controls the amount of leaves being painted on the canvas. High intensity and long duration renders high opacity and more Copyright is held by the author/owner(s). C&C’09, October 26–30, 2009, Berkeley, California, USA. ACM 978-1-60558-403-4/09/10. 437 amounts of leaves. In addition, children can switch and swap between painting four kinds of leaves by putting the RFID embedded leaf stencil sheet (See Fig 3 right) under the toy windmill. The various parameters for Blow Painting, for example, the location, amount and opacity for each type of leaves are controlled by both the blowing actions and the manipulation of the physical objects, such as blowing to the pinwheel of the windmill, rotating the windmill, picking up a leaf stencil sheet and putting it under the windmill. direction. Some players tried to blow from the side of the windmill and found that the pinwheel won’t move. They then discovered that they could rotate the panel in the base of the windmill structure and change the painting position of the leaves. Satisfied with the distributions of the leaves on different locations, the players would then select and change to other types of leaves. After several changes of leaf stencils, each player would arrive at a unique leaf collage of their own (Fig 5 right). Fig 5: Initial painting (left) & the final outcome (right). This study showed that a player would need some initial exploration time to get familiar with the controlling of the system for intended painting results. However, during the play testing, all players figured out how to rotate the windmill, and once they recognized that, they seemed to have no problem controlling the windmill to reach the intended orientation and made their paintings. All players seemed happy and playful when they interacted with the system. Constant laughs and loud cheering were heard during the play test session. Many by-standers would make suggestions about where to put the leaves and which leaf stencil to choose. Several people waited in line to try out the system. They all seemed to have fun! Fig 3 (Left): Rotating toy windmill affects leaves’ position (Right): RFID is embedded in each leaf stencil sheet. The collage painting is instantly displayed on the digital canvas when a child blows at the windmill. In the initial scene, the canvas shows an image of some footprints and tree shadows on the snowfield to provide the context of a real world environment (Fig 4 left). A carefully orchestrated Blow Painting session would render a beautiful piece of leaf collage (See Figure 4 right). In summary, this paper presents an interesting project that combines a toy (the windmill) to a creative outcome (the painting of leaves) while using “blowing” as an interaction technique. The Blow Painting system is built to support an engaging experiment in play, creativity and tangible interaction. Future work could extend the system to explore a variety of themes and more stencil options. Fig 4: The initial scene (left) & the final scene (right) The Blow Painting system provides a new tangible interface to interact with digital information. Through the simple blowing action, children of all ages and different painting skills can engage in the process of creating a painting. Therefore, the Blow Painting system has the potential to become a fun toy for children and adults alike. REFERENCES 1. Bobick, A. F., Intille, S. S., et. al (1999) “The KidsRoom: A Perceptually-Based Interactive and Immersive Story Environment” in Presence: Teleoperators and Virtual Environments. Vol. 8 (4) 369-393 2. Colton, S., Valstar, M. F., Pantic, M. (2008) “Emotionally aware automated portrait painting” in Digital Interactive Media in Entertainment and Arts (DIMEA '08) 304-311. BLOW PAINTING STUDY The Blow Painting system was demonstrated and played by over a dozen graduate students in the game design class at Georgia Tech. We found an interesting similarity among all initial paintings. That is, all players initially only painted one type of leaves at one X position (See Fig 5 left)! This interesting phenomenon happened at the initial stage when all players were testing the Blow Painting system by blowing at the windmill in one position repeatedly. Once people realized that all leaves are falling in one vertical spot, they would then want to change their blowing 3. Hsuan C. L., Shen, Y. T., Jeng, T. S., (2005) “IP++: Computer augmented Information Portal in Place” in Computer Aided Architecture Design and Research in Asia (CAADRIA’ 05). 185-192 4. Ryokai, K., Martin, S., Ishii, H. (2004) “I/O Brush: Drawing with Everyday Objects as Ink” in ACM Proc. Human Factors in Computing, CHI '04 1995 - 2000 438