IEEE Paper
The Design of a Touchable Table Prototype A. Al-Jumah1, K. Hamad2, A. Al-Hosainan3, A. Talaat4, S. E. Esmaeili5
Department of Electrical and Computer Engineering
American University of Kuwait
Salmiya, Kuwait Email: {S000294941, S000314622, S000312883, S000265114, sesmaeili5}@auk.edu.kw
Abstract - Innovation has turned out to be so useful to our
lives in such huge numbers of ways. Innovation is advantageous
and effective. Shape changing interfaces give physical shapes to
advanced information so clients can feel and control information
with their hands and bodies. Our approach is to construct an
insightful model for the properties of deformable materials.
Office desks have been created and have been used since quite a
while. The most well-known viewpoint about these office work
areas is that every one of them are nearly the same, much the
same as a consistent table. The proposed Touchable Table is the
perfect arrangement that will influence work areas. It can speak
with the client in different diverse ways. It is an extraordinary
advancement for a work area as it influences the client to feel
more relaxed, inventive, and stimulated. Subsequently, the
proposed table has the capacity to hold anything that drifts over
it and thus, the user will never need to stress over purchasing
any stands. The proposed touchable table will help in reducing
some of the health issues triggered by the use of an old-fashioned
office desk. In addition, the proposed table is capable of creating
various types of 3D shapes as well as to moving the objects
around. Furthermore, the proposed Touchable Table comes
with a user-friendly application and can adjust itself based on
the user’s preference of the office style.
Keywords - Power Fader, Motor Driver, Micro-Controller.
I. INTRODUCTION
Industrial productions and robotics have been around
since many years. We have seen several types of industrial
applications in factories that can assemble specific products,
machines, or even food. For instance, BMW factory used
automotive robotic arms and other complex machines to
assemble different components of cars [1]. All kinds of
modern industry, nowadays, have complex robotics
machinery to process their production lines. Therefore, we
can perceive that there are many creative and inspiring
innovations that will be invented in the near future.
Office disks have been crafted and been in use since a very
long time. The most common aspect about these office desks
is that all of them are almost the same, just like a regular table
but much fancier to work on. There are many cases that makes
an office desk not as well-heeled as it looks. One of the issues
is that when the user sits on the chair and starts working on a
laptop or a computer in a horizontal surface for a long period
of time, it may cause some health issues for example, spinal
pain. Another problem that the user might face is to move
some objects closer or farther from the working space. Hence,
in that case, the user will have to get up and reorganize the
working area. Moreover, in order for every desk to look more
organized, it has to have pen and pencil cases, photo frames,
clocks, etc. which might make the desk somehow crowded.
Sometimes people like to view new themes for their desks
every day in order to feel more motivated towards their jobs.
For instance, some would like to change the color of their
desks or the layout of the desk in some situations.
The proposed Touchable Table is the ideal solution that
will make the desk a more interesting working space. It has
the ability to communicate with the user in various different
ways. In terms of comfortability, the user will be able to
adjust the laptop in such a way that it will make them feel at
ease while sitting in their own posture. For example, when the
user hovers the laptop over the table, the sticks of the table
will move up until it touches the laptop and then the sticks
will hold their position, to adjust to the laptop’s inclined level.
As a result, this table will be able to hold anything that hovers
over it in that manner and hence, the user will never need to
worry about buying any stands whether if it was for photo
frames or tablets. When it comes to the workspace, the users
can use the table to draw mathematical graphs. This will
enable the users to observe the graph plotted in three-
dimensional space and hold an easy and better understanding
for math operations. In addition, the Touchable Table can be
connected synchronously to another table, which is a feature
that can be used in the architectural fields. Therefore, if two
users have Touchable tables, they will be able to connect
them in such a way that it will make both the tables have the
same shape of the designed architecture. In addition, if one of
the users changes the shape of their table, it will automatically
change on the other side as well.
Section II includes related works and literature review.
Section III presents the design and analysis of the system, its
architecture, and the components used. The implementation
of the prototype is shown in Section IV and the conclusion of
the paper is given in section V.
II. LITRETURE REVIEW
The paper presented in [2] explores the hybrid of a 3D user
interfaces and introduces disposition and sublimation as
transition metaphors between the virtual and physical states.
With a view of exploring the space of physical/virtual state
transitions, the authors have designed two implementations
of a system they referred to as Sublimate that combined
actuated shape displays with spatial Augmented Reality
(AR). The first setup used a combination of an optical see-
through AR display, acrylic beam-splitter, a physical 2.5D
surface, a shape display to co-locate three-dimensional virtual
graphics, and a stereo display. The 2.5D is the ability to
perceive the physical environment which allows for
understanding of the relationship between the objects and our
self within an environment. The second setup used tablet-
based video see-through AR display to augment virtual
graphics to the scene. Both systems permitted the direct
interaction from the user via mid-air interactions with a
comprehensive physical manipulation and a wand of the
shape displayed.
Recompose Model was designed and built upon the earlier
Relief Model developed by Leithinger and Ishii [3]. In the
same manner as done in [3], Blackshaw et al [4] table
consisted of an array of 120 autonomously addressable pins
whose heights could be read back and actuated simultaneous-
ly. This permitted the user to utilize the pins as both input and
output. Building upon the model, the authors improved the
design by mounting a depth camera above the table-top
surface. They were able to gain access to the depth
information and detect the basic gestures the user made. With
a view of providing visual feedback, related to interaction of
the user, the authors mounted a projector above the table and
calibrated it to coincide with the depth camera. They then
used computer visualization to recognize and determine the
position, height and orientation of hands and fingers to
identify gestural input.
In coming up with their model, Blackshaw et al. [4]
combined models from platforms of a number of previous
designs. Foremost, the authors considered Illuminating Clay
Model proposed in [5]. The model explores computational
analysis of 3D models through creation of images of the
topographical state of physical objects. Illuminating Clay
Model exemplifies the power of repainting malleable devices
using projected data. This involves instantaneous feedback
loop between the digital and physical alterations analyses.
The interface permits the user to analyze and explore free
form spatial models. The authors further reiterate that using
the platform, it is possible to explore the domain of landscape
design in cases where the correlation between the
computational simulations and form is relevant. In the
Illuminating Clay Model, landscape models are created using
a ductile clay support. It involves the capturing of 3D
geometry in real-time via laser scanner. From the captured
images, simulations such as land erosion, shadow casting and
travelling time are computed. Results of these calculations are
then projected back to the clay model; thus, combining the
advantages of interaction of the physical object with other
dynamic qualities of graphical display [5].
Project FEELEX shown in [6] had the goal to offer users
the opportunity to experience spatially continuous surface
upon which they can touch an image with any part of their
naked hands, including their palm. The authors also had the
goal of representing visual and hepatic sensation concurrently
using one device that does not place the user under any
obligation to wear any extra equipment. To achieve their
goals, the authors designed a new interface device that
included a projector, a flexible screen and an actuator array.
During the project, the they were able to show that the
actuator deformed the flexible screen onto which the image
was projected. It gave the user the opportunity to touch the
image directly and to feel its rigidity and shape.
The authors in [7] considered the circumstances that could
cause physical objects to change shape and the kinds of
interactions and applications that could become possible for
the physical objects to dynamically deform and alter their
appearance in response to actions of users. The authors came
up with Lumen; creating and investigating an interactive
device with the capacity to dynamically change its shape with
a view of communicating information to users. It uses
interfaces that can be perceived as extensions of traditional
two-dimensional bit-mapped RGB displays. In this case, each
pixel exhibits height as an additional attribute. Generally,
Lumen is an interactive display which presents physical and
visual moving shapes that move both autonomously or with
manipulation. The model leads to the creation of smooth,
organic physical motions that offer esthetically appealing and
calm displays for ambient computing environments [7]. Users
have the capacity to interact with Lumen directly and form
images and shapes with their bare hands.
III. DESIGN APPROACH
In this section, we will demonstrate how we approached our design. The system architecture and the components used are also described.
A. System Architecture:
The system architecture shown in Figure 1 presents the
4x4 unit system where the Arduino microcontroller is
connected to the PC USB port. Then, Eight L298N motor
drivers are connected to the Arduino microcontroller. Next,
these motor drivers are powered by a 12V battery and their
outputs are connected to the power faders. Each motor driver
can control 2 power fader DC motors.
Fig. 1. System architecture
B. System Design:
Figures 2 shows the wooden case used to create one
single 4x4 unit system, which consists of 16 motorized slide
potentiometers that will shape in a 8x8 matrix respectively.
Fig. 2. Four connected 4x4 units
C. Components:
A brief description for the components cost and the
number of units that were needed is provided in Table I.
TABLE I. COMPONENTS COST
Component Number of
pieces needed Cost ($)
Motorized Slide Potentiometer 80 1848
ATMEGA2560 4 178
L298N Motor Driver 32 290
Plastic Sticks 80 102
Custom Table Design 7 231
Plastic Tube 200 66
Wires/Cables - 165
Utilities - 990
Screw/pins 100 66
Other expenses (Wooden
Figure)
- 495
Total ($) 4431
IV. IMPELEMENTATION
The implementation section describes the prototype and the connections between the components in the proposed Touchable Table prototype.
A. Flow Chart:
The system flow chart is presented in Figure 3. When the
user runs the program, he or she has to choose the method that
is required by sending the character that operates a specific
method. For example, if the user wants to use a mobile stand,
the user will have to input the ‘M’ character to the Serial port.
Then, the mobile stand method will run. After that char s will
read the Serial and then it will meet the condition if s= ‘s’. if
that condition was false the loop will jump back up to the
mobile stand method in order to keep the power faders in their
exact position. The loop will keep on working until the user
sends the character ‘s’ to the Serial port and the loop will
break. Finally, the code will go back up to check for a new
value for the method character and the same will happen to
all of the methods.
Fig. 3. System flow chart
B. Data Flow Diagram:
Fig. 4. Data flow diagram Level 1
Level 1 consists of more details about major processes and
their sub-process. Moreover, it identifies the data files that are
being used into the major processors as figure 4 shows. For
example, when the user requests any of the methods
available, the data will flow into the Serial process and it will
redirect it to the requested method to execute it and then the
data will transfer back to the Serial to the Table. In our
system, we used data files for some of the processes to have
the option to memorize the shape that has been designed.
C. Hardware Implementation:
Using the wooden and electrical components discussed
earlier, we mounted the motorized slide potentiometers onto
the wooden bar using a strong double-faced tape and soldered
the wires on the motors of the power faders. Next, we
measured the length of the wires so that they can reach the
outputs of the motor drivers. The motor drivers were mounted
using screws on the wooden panel as shown in Figure 5.
Fig. 5. Project prototype
D. Software Implementation:
Fig. 6. Graphical User Interface
The GUI contains click buttons that can achieve a specific
method. For instance, when the CUSTOM SHAPE button is
clicked by the user, the Click event will send out the character
‘A’ to the Serial port. Then the Arduino will read the
character from the Serial port and apply the method
CUSTOM SHAPE to the Arduino. The text field informs the
user about the condition of the Arduino and the method that
running as shown in Figure 6. In order to stop the method
from operating, the user will have to click the STOP button,
which will send out the character ‘s’ to the Serial port and the
Arduino will read it and stop the method. Then, the Arduino
will wait for a command of another method to be executed.
E. Object Recognition:
To make the object recognition applicable, the Kinect
Xbox camera was used.
0 1 2 3 4 5 6 7
0 0 1 2 3 4 5 6 7
1 8 9 10 11 12 13 14 15
2 16 17 18 19 20 21 22 23
3 24 25 26 27 28 29 30 31
4 32 33 34 35 36 37 38 39
5 40 41 42 43 44 45 46 47
6 48 49 50 51 52 53 54 55
7 56 57 58 59 60 61 62 63
Fig. 7. Camera pixels
In Figure 7, the red numbers represent the pixels of the
camera that are shown in the camera window. The blue
numbers represent the rows and columns (x & y) of the pixels.
All the pixels, which are the red numbers, are stored in an
array list. Now let us say that we want to choose a specific
pixel, for example pixel number 13 from the figure. We will
have to use this equation in order to locate it:
𝑃𝑖𝑥𝑒𝑙 𝑛𝑢𝑚𝑏𝑒𝑟 = 𝑥 + (𝑦 ∗ 𝑤𝑖𝑑𝑡ℎ) (1)
Where x represents the column, y the row, and the width is 8.
When applying the equation:
𝑃𝑖𝑥𝑒𝑙 𝑛𝑢𝑚𝑏𝑒𝑟 = 5 + (1 ∗ 8) = 13 (2)
13 is the pixel number in the array list. Thus, from this
equation we can detect any object location on the tangible
table by using the pixels and the change of the grey scale color
in the camera window.
Fig. 8. Processing software (Kinect camera object program)
When an object is placed in front of the camera, the grey scale
of the pixel will become lighter and lighter as the object gets
closer to the camera until the whole pixel turns to white color
as shown in Figure 8. The camera detected an object in the
top right pixel and that is why it turned to white.
F. Power Consumption Calculations:
F.A Power Consumption of the 4x4 System:
The total power consumption that is being drawn from the
12V power supply is 144Wh and from the Arduino is
1.53Wh. Adding them together, we will get the power
consumption of one 4x4 unit system:
𝐸(𝑡𝑜𝑡𝑎𝑙) = 144𝑊ℎ + (1.53𝑊ℎ) = 145.53𝑊ℎ (3)
F.B Power Consumption of the Entire System:
Since four 4x4 unit systems will be implemented, the total
power consumption will be multiplied by 4. In addition, for
every 4x4 unit system, we will require a 12V 12Ah battery.
Thus, the total power consumption of the entire system will
be:
𝐸(𝑡𝑜𝑡𝑎𝑙) ∗ 4 = 582.12𝑊ℎ (4)
V. CONCLUSION
In this paper, the design of a Touchable Table prototype
was introduced. The system’s architecture, data analysis, and
acquisition in terms of how the data is flowing in the system
in the context level was explained. As for the implementation,
we tested the components that were used, the power faders,
motor drivers, and Arduino. The operation of power faders
under certain circumstances when uploading a code to the
Arduino was verified. The software implementation in terms
of Serial communication between the Arduino and the
Processing software was presented. A user-friendly graphical
user interface was also developed.
REFERENCES
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Display", Proceedings of the Fourth International Conference on
Tangible, Embedded, and Embodied Interaction, ACM, 2010. [4] M. Blackshaw, "Recompose: Direct and Gestural Interaction with an
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Interface for Landscape Analysis", Proceedings of the SIGCHI
Conference on Human Factors in Computing Systems, ACM, 2002. [6] H. Iwata, "Project FEELEX: Adding Haptic Surface to
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