Lining Yao
Massachusetts Institute of Technology
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Publication
Featured researches published by Lining Yao.
tangible and embedded interaction | 2014
Jifei Ou; Lining Yao; Daniel Tauber; Jürgen Steimle; Ryuma Niiyama; Hiroshi Ishii
This works introduces layer jamming as an enabling technology for designing deformable, stiffness-tunable, thin sheet interfaces. Interfaces that exhibit tunable stiffness properties can yield dynamic haptic feedback and shape deformation capabilities. In comparison to the particle jamming, layer jamming allows for constructing thin and lightweight form factors of an interface. We propose five layer structure designs and an approach which composites multiple materials to control the deformability of the interfaces. We also present methods to embed different types of sensing and pneumatic actuation layers on the layer-jamming unit. Through three application prototypes we demonstrate the benefits of using layer jamming in interface design. Finally, we provide a survey of materials that have proven successful for layer jamming.
conference on computer supported cooperative work | 2011
Anthony DeVincenzi; Lining Yao; Hiroshi Ishii; Ramesh Raskar
The proliferation of broadband and high-speed Internet access has, in general, democratized the ability to commonly engage in videoconference. However, current video systems do not meet their full potential, as they are restricted to a simple display of unintelligent 2D pixels. In this paper we present a system for enhancing distance-based communication by augmenting the traditional video conferencing system with additional attributes beyond two-dimensional video. We explore how expanding a systems understanding of spatially calibrated depth and audio alongside a live video stream can generate semantically rich three-dimensional pixels containing information regarding their material properties and location. We discuss specific scenarios that explore features such as synthetic refocusing, gesture activated privacy, and spatiotemporal graphic augmentation.
tangible and embedded interaction | 2015
Ryuma Niiyama; Xu Sun; Lining Yao; Hiroshi Ishii; Daniela Rus; Sangbae Kim
We propose soft planar actuators enhanced by free-form fabrication that are suitable for making everyday objects move. The actuator consists of one or more inflatable pouches with an adhesive back. We have developed a machine for the fabrication of free-from pouches; squares, circles and ribbons are all possible. The deformation of the pouches can provide linear, rotational, and more complicated motion corresponding to the pouchs geometry. We also provide a both manual and programmable control system. In a user study, we organized a hands-on workshop of actuated origami for children. The results show that the combination of the actuator and classic materials can enhance rapid prototyping of animated objects.
tangible and embedded interaction | 2014
Ryuma Niiyama; Lining Yao; Hiroshi Ishii
This paper presents a weight-changing device based on the transfer of mass. We chose liquid metal (Ga-In-Tin eutectic) and a bi-directional pump to control the mass that is injected into or removed from a target object. The liquid metal has a density of 6.44g/cm3, which is about six times heavier than water, and is thus suitable for effective mass transfer. We also combine the device with a dynamic volume-changing function to achieve programmable mass and volume at the same time. We explore three potential applications enabled by weight-changing devices: density simulation of different materials, miniature representation of planets with scaled size and mass, and motion control by changing gravity force. This technique opens up a new design space in human-computer interactions.
advances in computer entertainment technology | 2011
Lining Yao; Sayamindu Dasgupta; Nadia Cheng; Jason Spingarn-Koff; Ostap Rudakevych; Hiroshi Ishii
In this paper we describe Rope Revolution, a rope-based gaming system for collaborative play. After identifying popular rope games and activities around the world, we developed a generalized tangible rope interface that includes a compact motion-sensing and force-feedback module that can be used for a variety of rope-based games. Rope Revolution is designed to foster both co-located and remote collaborative experiences by using actual rope to connect players in physical activities across virtual spaces. Results from this study suggest that a tangible user interface with rich metaphors and physical feedback help enhance the gaming experience in addition to helping remote players feel connected across distances. We use this design as an example to motivate discussion on how to take advantage of the various physical affordances of common objects to build a generalized tangible interface for remote play.
human factors in computing systems | 2016
Guanyun Wang; Lining Yao; Wen Wang; Jifei Ou; Chin-Yi Cheng; Hiroshi Ishii
To meet the increasing requirements of HCI researchers who are looking into using liquid-based materials (e.g., hydrogels) to create novel interfaces, we present a design strategy for HCI researchers to build and customize a liquid-based smart material printing platform with off-the-shelf or easy-to-machine parts. For the hardware, we suggest a magnetic assembly-based modular design. These modularized parts can be easily and precisely reconfigured with off-the-shelf or easy-to-machine parts that can meet different processing requirements such as mechanical mixing, chemical reaction, light activation, and solution vaporization. In addition, xPrint supports an open-source, highly customizable software design and simulation platform, which is applicable for simulating and facilitating smart material constructions. Furthermore, compared to inkjet or pneumatic syringe-based printing systems, xPrint has a large range of printable materials from synthesized polymers to natural micro-organism-living cells with a printing resolution from 10μm up to 5mm (droplet size). In this paper, we will introduce the system design in detail and three use cases to demonstrate the material variability and the customizability for users with different demands (e.g., designers, scientific researchers, or artists).
human factors in computing systems | 2011
Lining Yao; Sayamindu Dasgupta; Nadia Cheng; Jason Spingarn-Koff; Ostap Rudakevych; Hiroshi Ishii
Rope-based games such as jump rope, tug-of-war, and kite-flying promote physical activity and social interaction among people of all ages and especially in children during the development of their coordination skills and physical fitness. Our RopePlus system builds on those traditional games by enabling players to participate remotely through interacting with ropes that connect physical and virtual spaces. The RopePlus platform is centered around the rope as a tangible interface with various hardware extensions to allow for multiple playing modes. In this paper, we present two games that have been implemented in detail: a kite-flying game called Multi-Fly and a jump-rope game called Multi-Jump. Our work aims to expand tangible interface gaming to real time social playing environments.
Science Advances | 2017
Wen Wang; Lining Yao; Chin-Yi Cheng; Teng Zhang; Hiroshi Atsumi; Luda Wang; Guanyun Wang; Oksana Anilionyte; Helene Steiner; Jifei Ou; Kang Zhou; Chris Wawrousek; Katherine Petrecca; Angela M. Belcher; Rohit Karnik; Xuanhe Zhao; Daniel I. C. Wang; Hiroshi Ishii
We harnessed the hygroscopic and biofluorescent behaviors of microbial cells to design sweat-responsive biohybrid wearables. Cells’ biomechanical responses to external stimuli have been intensively studied but rarely implemented into devices that interact with the human body. We demonstrate that the hygroscopic and biofluorescent behaviors of living cells can be engineered to design biohybrid wearables, which give multifunctional responsiveness to human sweat. By depositing genetically tractable microbes on a humidity-inert material to form a heterogeneous multilayered structure, we obtained biohybrid films that can reversibly change shape and biofluorescence intensity within a few seconds in response to environmental humidity gradients. Experimental characterization and mechanical modeling of the film were performed to guide the design of a wearable running suit and a fluorescent shoe prototype with bio-flaps that dynamically modulates ventilation in synergy with the body’s need for cooling.
advances in computer entertainment technology | 2011
Xiao Xiao; Michael S. Bernstein; Lining Yao; Dávid Lakatos; Lauren Gust; Kojo Acquah; Hiroshi Ishii
In this paper, we introduce PingPong++, an augmented ping pong table that applies Do-It-Yourself (DIY) and community contribution principles to the world of physical sports and play. PingPong++ includes an API for creating new visualizations, easily recreateable hardware, an end-user interface for those without programming experience, and a crowd data API for replaying and remixing past games. We discuss a range of contribution domains for PingPong++ and share the design, usage, feedback, and lessons for each domain. We then reflect on our process and outline a design space for community-contributed sports.
user interface software and technology | 2014
Jifei Ou; Lining Yao; Clark Della Silva; Wen Wang; Hiroshi Ishii
We propose an automatic deposition method of bacteria spores, which deform thin soft materials under environmental humidity change. We describe the process of two-dimensional printing the spore solution as well as a design application. This research intends to contribute to the understanding of the control and pre-programming the transformation of future interfaces.