two parts rum



The design outlined here is intended to aid people to mix better cocktails. The specificity of the task for which the tools are optimised allows for a simple interface at the cost of generality (as discussed in the previous lecture). I wanted to create an interface for the many glasses and liquids that are needed to mix cocktails, to allow anyone or group of people to easily mix drinks that normally require tedious instructions or skilled barstaff (the first is unwanted and the second usually unavailable). The system plays on the use of semitransparent containers (bottles and glasses) as a possible means of implementing the tools with reasonably simple technology. The interface consists of a bar or table on which moving images can be presented, a series of normal cocktail glasses and bottles of spirits, a database of cocktail recipes and an image capture and object segmentation system.



Indication of tasty mixes

My aim is to provide simple guides to combining spirits and mixers in the form of digital shadows, that attach themselves to a drinker's glass. I wanted several modes of operation. The first is a simple guide to what goes well with what is already in your glass, based on an a priori database of cocktail recipes. If someone picks up a container of drink, having selected a glass, and not having indicated a preferred drink, I want the system to provide feedback as to how well previous drinkers believe the liquid you are about to add to your glass will compliment what is already there. This information is indicated by appending a cluster of arrows (pointing towards the glass) and crosses, that become visible as the bottle is picked up. The glass of interest is inferred by the software from the glass that was last moved. The arrows show a good match, the crosses a disgusting one. A mixture of the two symbols indicates some debate among tastes in classic cocktails and previous drinkers in the database. As positive matches are encouraged, the drinker's attention is drawn to the ambient information clustered around the glass by having the arrows appear and move outwards from the base of the glass as if they are bubbling or fizzing. This energy and movement draws the eye to the glass. In contrast a bad match should only be subtly indicated until a last minute warning is given. In this case crosses slowly fade into view around the glass as the bottle is picked up. If the bottle is brought close to the glass and tipped, the crosses vibrate a small amount, with increasing speed and become darker. This noisy visual feedback should draw attention to the warning at the last minute.


Inventing your own drinks

Of course, part of the joy of mixing drinks is making your own. Therefore, if the user ignores the taste information and continues to mix what the system considers unsuitable, and then proceeds to drink the result, the system should infer that the drink is to that persons taste, and adjust the weight for that combination of liquids for future users (this way the system can adapt, but reflects generally popular tastes). If a new combination of ingredients is formed, the system will create a 'cocktail-like' name and assign it to the drink so that the recipe is not lost.


Making a specific drink

In the second mode of use a user can select a recipe to follow, this is done using a drink coaster. When placed on the table, a new coaster will bring up a suitable menu system. A toolglass-like menu seems appropriate. By dragging the coaster slightly into one of the adjacent squares, an option can be selected, and a new grid of options becomes available (dragging back in the direction, the menu has just moved should move the user back up the menu). Two ways of selecting a recipe are available, the user can navigate by taste (sweeter, fruitier, etc.) or by category (classic -> martinis -> etc.). Two switch between the two modes, the coaster is flipped over. With the coasters, the interface becomes slightly less obvious than simply pouring drinks, it is hoped that the metaphor is sacrificed for further function.

In both modes of operation, a drinker can reveal the name of the drink, or the names of all possible drinks that can be made with the currently mixed ingredients, by reaching out to the glass. If the list of possible drinks is large, a smaller list of super-categories is listed instead.


Guide to pouring

As a bottle is brought close to a glass to pour, a bar indicating the volume of liquid already in the glass is slowly revealed. The bar should stretch into view from the base of the glass as the bottle is moved and tipped toward the glass, forming a shadow-like impression. The bar should extend out from the glass in the direction of the bottle, making it easy to see for the pourer, and consistent in it's location relative to the user's view point. Lines are place across the bar at stop points for available recipes, and the fill level should rise as liquid is added. This provides a simple visual method for judging amount added (and no need to tilt your head).

A further idea I have explored is ways of visually linking a glass to the ingredients still required for a recipe. In a multiuser case, I think this would lead to a confusing weaving of connections.




Implementation

I feel that with an overhead view of the mixing table most if not all the required information could be collected. Glass and bottle shapes are limited in number, and should be relatively easy to identify. If it is possible to infer bottle angle from it's outline, the amount of liquid poured could be calculated. This information could be supplemented by viewing through the glass of the bottle at the level of liquid inside as it is tilted. User interactions would be clear from the dark shadows of a users arms (relative to the lit table below). The table could be projected onto from below. For image capture, either a light above and a camera for the shadows below the table, or a camera above, and subtraction of the projected image from the camera signal to provide a clean image of the glasses, bottles and arms in view.



To introduce redundancy of information, thus making the system more robust, a series of horizontal perspectives through the glasses (against a light background), would provide information on the level of liquid in each glass (rather than having to keep a running total (which might lead to errors). In the design shown here, multiple cameras are mounted in the edge of the bar, facing back across it.

In the multi user case (such as a cocktail party), I think the system would be able to maintain track of all the glasses and users if enough line of sight could be maintained, and if the users were seated (which could be confirmed through chair sensors, etc.) which allows the system to infer who's hand is whose by following the arm off the table to it's origin. The system allows people to add liquid to some else's glass (a natural action), because the fill bar appear as a bottle is brought close to a glass. Mixing tips are provided only for the bottle you are holding and the glass you have most recently touched.






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ben dalton

simplicity studio