We used the keyboard to biometrically authenticate a user with just eight entered characters. We measure four attributes about each keystroke, allowing us to compress a significant number of attributes within a relatively small word. These included: flight time (the interval in between each keystroke); hold time (the amount of time for which the key was held); (normalized) maximum pressure; and a curve fit to the pressure over time as a user pressed each key.
Our demo allowed users to control multiple cursors by waving magnets above the keyboard. We did this by placing one small magnet underneath each of the keyboard keys with the north side facing up. We then used a larger magnet (north side facing down) as a cursor. The larger magnet would repel nearby magnets, thus pushing them against the pressure-sensitive pads, allowing our computer to know where the magnet was located above the keyboard. We were able to control multiple cursors with this technique, thus turning the keyboard into a multi-point, in-air interaction device.
Text entry with a conventional keyboard is often difficult for people with physical or motor disabilities. Our system, Rollotext, allows the user to type without precise finger movements. The user first places a ball mounted to her hand or arm approximately on the key she wants to type. Then she rolls the mount, placing the highest pressure on the desired input key, and releases to type that key. In addition to text entry, the Rollotext interface can also be used as a joystick emulator.
BallMeR is an action-packed competitive soccer game for two players at one single keyboard. The goal is to kick the ball into the opponents goal by deforming the ground itself. The magic Microsoft keyboard is spatially mapped to the playing field. If you push a key, a hill appears at the corresponding position in the field. If you hit harder, the hill grows larger and creates a higher impulse to shoot the ball away. Although their have been rumors that the game might crunch your fingers, elaborate user studies have proven that BallMeR is a lot of fun!
We made a rock climbing game. Each player uses four keys to control the four limbs of their climber. Applying pressure to a key does whatever is difficult with that limb at the time. If a hand is holding a rock, then pressing the associated key will hoist the climber up using this arm. If a hand is not holding a rock, then pressing the associated key reaches the arm upward to a new rock. Hands and feet will automatically grasp the nearest rock if they are held there long enough. Tapping the key associated with a limb releases its hold on the wall. Pressure sensitivity allows users to lift parts of their body and extend limbs various amounts in order to position a hand or foot over a new rock. Using the controls, each player tries to scale the wall faster than their opponent, who is playing using different keys on the same keyboard.