SolidNoise: Making Musical Robots
Late-Breaking Works: Novel Interactions
/
Harriman, Jiffer
/
Bethancourt, Matthew
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Narula, Abhishek
/
Theodore, Michael
/
Gross, Mark
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.2504-2510
© Copyright 2016 ACM
Summary: This late breaking work submission describes the development of tools and
techniques aimed to simplify the development and use of musical robots. We
describe these tools and techniques as utilized to produce an event known as
SolidNoise. The event showcased a series of automated instruments and musical
compositions created for the robotic ensemble. Our developments are motivated
by historical examples of automated instruments and our vision for musical
robots in the future.
SolidNoise: Tools For Making Musical Robots
Interactivity Demos
/
Harriman, Jiffer
/
Bethancourt, Matthew
/
Narula, Abhishek
/
Theodore, Michael
/
Gross, Mark
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3683-3686
© Copyright 2016 ACM
Summary: This Interactivity Demonstration submission describes new tools and
techniques aimed to simplify the development and use of musical robots. We
describe these tools and techniques as utilized to produce an event known as
SolidNoise. The event showcased a series of automated instruments and musical
compositions created for the robotic ensemble. Our developments are motivated
by historical examples of automated instruments and our vision for musical
robots in the future. We will demonstrate our musical robots and the platform
used to make them, at CHI.
Crafting Mechatronic Percussion with Everyday Materials
Demos and Posters
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Oh, Hyunjoo
/
Harriman, Jiffer
/
Narula, Abhishek
/
Gross, Mark D.
/
Eisenberg, Michael
/
Hsi, Sherry
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.340-348
© Copyright 2016 ACM
Summary: We present a kit comprising cardboard mechanical components and a custom
printed circuit board, designed to support novices in building computational
percussive instruments with everyday materials. We set three design criteria:
accessibility, adaptability, and expressivity. We conducted two workshops with
experts and novices to assess the usability of our kit and observe the variety
of constructions that users make. The kit enabled both experts and novices to
build working instruments and to explore creative experimentation with
different materials and objects.
Paper mechatronics: a design case study for a young medium
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Oh, Hyunjoo
/
Eisenberg, Michael
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Gross, Mark D.
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Hsi, Sherry
Proceedings of ACM IDC'15: Interaction Design and Children
2015-06-21
p.371-374
© Copyright 2015 ACM
Summary: Paper Mechatronics is a novel interdisciplinary design medium for children,
enabled by recent advances in craft technologies: the term refers to a
reappraisal of traditional educational papercrafts in combination with
accessible mechanical, electronic, and computational elements. We present a
design case study -- building computationally-enhanced paper flowers -- and
discuss the iterative design process involved in the creation. We also describe
a workshop we conducted with teenagers to evaluate paper mechatronics as a
creative learning activity for children. We conclude with a discussion of
future directions.
The Kitsch-Instrument: Hackable Robotic Music
Paper Session 5: Toolkits: How to Make It
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Harriman, Jiffer
/
Theodore, Michael
/
Gross, Mark
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.141-144
© Copyright 2015 ACM
Summary: We present a modular tangible user interface system and corresponding
actuators for creating music with everyday objects. Users create percussive
patterns by controlling algorithmic parameters, or by directly playing the
interface. Various mechanical solutions allow users to investigate physical
objects as sound sources. A standalone physical interface and an associated
graphical programming environment enable different levels of user engagement
and hardware/software transparency. We discuss a tool space in-between open and
closed design concepts, as well as the physical and software design of the
Kitsch-Instrument itself. We also describe recent interactions with the
interface at a public event and discuss future plans.
Cube-in: A Learning Kit for Physical Computing Basics
Paper Demonstrations
/
Oh, Hyunjoo
/
Gross, Mark D.
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.383-386
© Copyright 2015 ACM
Summary: We present Cube-in, a kit designed to help beginners learn about fundamental
concepts in physical computing. Through play and observation, Cube-in users can
investigate digital and analog signals, inputs and outputs, and mapping between
inputs and outputs before they work on electronics and construct circuits. By
simplifying interaction methods, Cube-in provides an accessible entry point to
key physical computing concepts.
Effects of image-based and text-based activities on student learning
outcomes
Posters
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Greenberg, Anne K.
/
Gross, Melissa
/
Wright, Mary C.
LAK'14: 2014 International Conference on Learning Analytics and Knowledge
2014-03-24
p.275-276
© Copyright 2014 ACM
Summary: Research on benefits of visual learning has relied primarily on
lecture-based pedagogy, not accounting for the processing time students need to
make sense of both visual and verbal material[8]. In this study, we investigate
the potential differential effects of text-based and image-based student
learning activities on student learning outcomes in a functional anatomy
course. When controlling for demographics and prior GPA, participation in
in-class image-based activities is significantly correlated with performance on
associated exam questions, while text-based engagement is not. Additionally,
students rated activities as helpful for seeing images of key ideas and as
being significantly less mentally taxing than text-based activities.
Creating the magic with information technology
Joint UbiComp/ISWC keynote 1
/
Gross, Markus
Proceedings of the 2013 International Joint Conference on Pervasive and
Ubiquitous Computing
2013-09-08
v.1
p.1-2
© Copyright 2013 ACM
Summary: Advanced information technology has become a key enabler in modern media and
entertainment. This comprises the production of animation or live action films,
the design of next-generation toys and consumer products, or the creation of
richer experiences in theme parks. At Disney Research Zurich, more than 200
researchers and scientists are working at the forefront of innovation in
entertainment technology. Our research covers a wide spectrum of different
fields, including graphics and animation, human computer interaction, wireless
communication, computer vision, materials and design, robotics, and more. In
this talk I will demonstrate how innovations in information technology and
computational methods developed at Disney Research are serving as platforms for
future content creation. I will emphasize the transformative power of 3D
printing, digital fabrication, and our increasing ability to make the whole
world responsive and interactive.
FAB at CHI: digital fabrication tools, design, and community
Workshop summaries
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Mellis, David
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Follmer, Sean
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Hartmann, Björn
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Buechley, Leah
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Gross, Mark D.
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3307-3310
© Copyright 2013 ACM
Summary: This workshop explores the implications and opportunities of digital
fabrication for the field of human-computer interaction. We highlight five
themes: design tools and interfaces, online collaboration around physical
objects, prototyping in the interaction design process, hands-on learning, and
unique, personalized artifacts. For each, we provide an overview and a survey
of related work. The workshop seeks to foster a network of researchers and
others working in these and related areas. It explores potential research
directions and ways that the CHI community can make a positive impact on
design, craft, and maker culture.
Sketch it, make it: sketching precise drawings for laser cutting
Interactivity presentations
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Johnson, Gabe
/
Gross, Mark
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Do, Ellen Yi-Luen
/
Hong, Jason
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1079-1082
© Copyright 2012 ACM
Summary: Sketch It, Make It (SIMI) is a modeling tool that enables non-experts to
design items for fabrication with laser cutters. SIMI recognizes rough,
freehand input as a user iteratively edits a structured vector drawing. The
tool combines the strengths of sketch-based interaction with the power of
constraint-based modeling. Several interaction techniques are combined to
present a coherent system that makes it easier to make precise designs for
laser cutters.
Architectural robotics, inevitably
Features
/
Gross, Mark D.
/
Green, Keith Evan
interactions
2012-01-01
v.19
n.1
p.28-33
© Copyright 2012 ACM
Giffi: a gift for future inventors
Art explorations
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Wu, Kuan-Ju
/
Gross, Mark D.
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Baskinger, Mark
Proceedings of the 6th International Conference on Tangible and Embedded
Interaction
2012
v.9
p.335-336
© Copyright 2012 ACM
Summary: Giffi is a computationally enhanced construction kit that enables children
to build kinetic forms through purposeful play and discovery.
Red balloon, green balloon, sensors in the sky
DIY and design
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Kuznetsov, Stacey
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Davis, George Noel
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Paulos, Eric
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Gross, Mark D.
/
Cheung, Jian Chiu
Proceedings of the 2011 International Conference on Ubiquitous Computing
2011-09-17
p.237-246
© Copyright 2011 ACM
Summary: Spectacle computing is a novel strategy for vibrantly projecting information
into the public sphere using expressive and tangible media. We demonstrate an
example of this computing meme with large, glowing balloons that change color
based on input from attached air quality sensors (exhaust, diesel, or volatile
organic compounds). In two public installations (city street and public park)
and a deployment with six everyday citizens, we invited stakeholders to
playfully explore and actively participate in visualizing surrounding air
quality. We also created a do-it-yourself (DIY) kit that includes a printed
circuit board, electronic parts and instructions for building the air quality
balloons. In a workshop, six non-expert users successfully assembled functional
balloons, validating our technology as a DIY tool for public air quality
visualization. Our deployments and workshop highlight play and spectacle as
essential elements for public participation and activism. We outline design
guidelines for future spectacle computing projects that engage stakeholders
with environmental data and empower them to transform urban landscapes.
Demo hour
Demo hour
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Yun, Ray
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Gross, Mark D.
/
Newton, Dan
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Marshall, Mark T.
/
Stevenson, Andrew
/
Perez, Christopher
/
Vertegaal, Roel
/
Kawakami, Ayumi
/
Tsukada, Koji
/
Kambara, Keisuke
/
Siio, Itiro
interactions
2011-07
v.18
n.4
p.8-9
© Copyright 2011 ACM
RayMatic: ambient meter display with facial expression and gesture
Interactivity 2
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Yun, Ray
/
Gross, Mark D.
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.341-346
© Copyright 2011 ACM
Summary: We present an experimental thermostat display that moves beyond a
conventional, number-based interface. It explores an approach to engaging and
emotional human-computer interaction through facial expression and gesture.
Using sensors and touch technology, an ordinary picture frame becomes an
interactive meter and conveys environmental information as an ambient display.
Coping with severe traumatic stress: understanding the role of
information-seeking among political refugees
Posters
/
Koo, Joung Hwa
/
Cho, Yong Wan
/
Gross, Melissa
Proceedings of the 2011 iConference
2011-02-08
p.699-701
© Copyright 2011 ACM
Summary: According to the most recent report of UNHCR Statistical Yearbook 2008 [1],
the total number of refugees in the world is 15.2 million. As of December 31,
2008, approximately 161,200 refugees live in the United States, as our
neighbors and in established communities [2]. Although the proportion of
refugee groups in the population is relatively small, the number of refugees,
including asylum seekers and people who forcedly flee from their home as
Internally Displaced Person [IDP], are significantly increasing because of
frequent domestic warfare, terror, and natural disaster [1]. In addition,
according to Article 19 of the Universal Declaration of Human Rights, "everyone
has the right to freedom of opinion and expression; this right includes freedom
to hold opinions without interference and to seek, receive and impart
information and ideas through any media and regardless of frontiers [italics
added]" [3]. From the perspective of human rights, refugees, just like other
members of population, are our community members, neighbors, and clients that
information professionals should reach out to provide information services and
to fill their information needs. Beyond the moral responsibilities regarding
human dignity and human rights or social welfare, the global migration,
including immigrants and refugees, represents important economic, social, and
demographic assets to the host country. In the current global environments,
almost all countries rely on international migrants to fill labor shortages and
strengths [4]. Therefore, it is important to ensure that the benefits of
information services are provided to newcomers like refugees.
Interactive fabrication: new interfaces for digital fabrication
Craft and fabrication
/
Willis, Karl D. D.
/
Xu, Cheng
/
Wu, Kuan-Ju
/
Levin, Golan
/
Gross, Mark D.
Proceedings of the 5th International Conference on Tangible and Embedded
Interaction
2011-01-22
p.69-72
© Copyright 2011 ACM
Summary: We present a series of prototype devices that use real-time input to
fabricate physical form: Interactive Fabrication. Our work maps out the problem
space of real-time control for digital fabrication devices, and examines where
alternative interfaces for digital fabrication are relevant. We conclude by
reflecting upon the potential of interactive fabrication and outline a number
of considerations for future research in this area.
The RayMatic: a thermostat with a human face
Audio, music, art and playful tangible interactives
/
Yun, Ray
/
Gross, Mark D.
Proceedings of the 5th International Conference on Tangible and Embedded
Interaction
2011-01-22
p.261-262
© Copyright 2011 ACM
Summary: This paper presents the concept and the design of an ambient display with an
anthropomorphic interface to communicate environmental data. Numeric display
and control, as in a thermostat, is replaced by a digital interactive portrait
with the aim of making interaction engaging and undemanding.
TEI work-in-progress workshop
Studios and workshops
/
Do, Ellen Yi-Luen
/
Oakley, Ian
/
Gross, Mark D.
Proceedings of the 5th International Conference on Tangible and Embedded
Interaction
2011-01-22
p.385-388
© Copyright 2011 ACM
Summary: The TEI Work-in-Progress workshop invited submissions about designing,
making, studying, exploring and experiencing of projects on tangible, embedded
and embodied interaction. The workshop aimed to provoke, intrigue, and inspire
the TEI community by sharing work-in-progress practice, late breaking
innovation, cutting-edge research, and controversial and compelling work. It
provided a venue for eliciting feedback and fostering discussions and
collaborations among TEI colleagues. The TEI Work-in-Progress workshop provided
an opportunity for members of the TEI community with common and diverse
interests to meet in the context of a focused and interactive discussion and a
showcase for exciting new work that is still at an early stage.
EDITED BOOK
Whole Body Interaction
Human-Computer Interaction Series
/
England, David
2011
n.16
p.207
Springer London
DOI: 10.1007/978-0-85729-433-3
Whole Body Interaction: An Introduction (1-5)
+ England, David
Springboard: Designing Image Schema Based Embodied Interaction for an Abstract Domain (7-18)
+ Antle, Alissa N.
+ Corness, Greg
+ Bevans, Allen
Whole Body Interaction in Abstract Domains (19-34)
+ Holland, Simon
+ Wilkie, Katie
+ Bouwer, Anders
+ Dalgleish, Mat
+ et al
Mirrored Motion: Augmenting Reality and Implementing Whole Body Gestural Control Using Pervasive Body Motion Capture Based on Wireless Sensors (35-50)
+ Smit, Philip
+ Barrie, Peter
+ Komninos, Andreas
+ Mandrychenko, Oleksii
Sharing and Stretching Space with Full Body Tracking (51-62)
+ Krum, David M.
+ Suma, Evan A.
+ Bolas, Mark
Waggling the Form Baton: Analyzing Body-Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience (63-73)
+ Isbister, Katherine
+ DiMauro, Christopher
Exploring Bodily Engaging Artifacts Among Golfers, Skaters and Dancers (75-85)
+ Johansson, Carolina
+ Tholander, Jakob
Whole Body Large Display Interfaces for Users and Designers (87-100)
+ Shoemaker, Garth
+ Booth, Kellogg S.
Observations on Experience and Flow in Movement-Based Interaction (101-119)
+ Nijholt, Anton
+ Pasch, Marco
+ van Dijk, Betsy
+ Reidsma, Dennis
+ et al
Capacitive Sensors for Whole Body Interaction (121-133)
+ Wimmer, Raphael
Towards a Whole Body Sensing Platform for Healthcare Applications (135-149)
+ Fergus, P.
+ Haggerty, J.
+ Taylor, M.
+ Bracegirdle, L.
Feasibility of Using a Head-Mounted Camera to Capture Dynamic Facial Expressions During Body Movement (151-162)
+ Crane, Elizabeth A.
+ Gross, M. Melissa
+ Fredrickson, Barbara L.
Body Gestures for Office Desk Scenarios (163-172)
+ Vatavu, Radu-Daniel
+ Ungurean, Ovidiu-Ciprian
+ et al
Gesture-Based Interfaces: Practical Applications of Gestures in Real World Mobile Settings (173-186)
+ Rico, Julie
+ Crossan, Andrew
+ Brewster, Stephen
Estimation of Interest from Physical Actions Captured by Familiar User Device (187-195)
+ Fujisawa, Kumiko
+ Aihara, Kenro
Towards a Framework for Whole Body Interaction with Geospatial Data (197-207)
+ Daiber, Florian
+ Schöning, Johannes
+ Krüger, Antonio
Advergames and the effects of game-product congruity
/
Gross, Michelle L.
Computers in Human Behavior
2010-11
v.26
n.6
p.1259-1265
Keywords: Advertising
Keywords: Advergames
Keywords: Brand memory
Keywords: Product involvement
© Copyright 2010 Elsevier Ltd.
Summary: Electronic games transcend demographic boundaries and are a prevalent
cultural phenomenon. Marketers see potential of this immersive venue as a way
to reach a highly receptive audience with brand messages. Designing games
around a brand -- advergames -- has become a common marketing practice.
However, few empirical studies have tested the effectiveness of this
communication strategy in delivering the brand message. This paper serves to
fill some research gaps and explores the influence of game-product congruity on
brand memory and attitudes toward the game. A product-congruent advergame is
compared to a product-incongruent advergame using a stimulus brand for a
low-involvement product category. The findings indicate that highly congruent
games lead to superior memory for the sponsoring brand. However, benefits of
these positive memory effects may be negated by the negative attitudes players
have toward the highly thematic game for a low-involvement product.
Implications are discussed.
WallBots: interactive wall-crawling robots in the hands of public artists
and political activists
Designing for community engagement
/
Kuznetsov, Stacey
/
Paulos, Eric
/
Gross, Mark D.
Proceedings of DIS'10: Designing Interactive Systems
2010-08-16
p.208-217
Keywords: autonomous agents, public spaces, street art
© Copyright 2010 ACM
Summary: Street art and political activism have a rich history of shaping urban
landscapes. Our work explores the processes by which public artists and
political activists contribute to public spaces, introducing opportunities for
HCI researchers to engage with the people who shape the aesthetic feel of our
cities. We present WallBots-autonomous, wall-crawling robots as a research
probe for public expression across a wide range of surfaces and hard-to-reach
places, including bus stops, whiteboards, streetpoles, trashcans, moving
vehicles and building walls. We evaluate WallBots as a low-cost DIY authoring
tool for public artists and activists. Our study of six individuals who
extensively contribute to public spaces offers insights into the materials and
practices behind grassroots public expression. We then leverage feedback from
participants, among them a graffiti artist, light painter, political activists,
and street musician, to evaluate interaction techniques for manipulating
WallBots as a medium for public expression across a range of surfaces. Our
findings expose a research space for technological interventions in the context
of street art, and we conclude with design insights for magnetic kinetic
systems as an approach for supporting engagement, expression and creativity in
public spaces.
Personal, public: using DIY to explore citizen-led efforts in urban
computing
Work-in-progress, April 12-13
/
Bisker, Solomon
/
Gross, Mark
/
Carter, Donald
/
Paulos, Eric
/
Kuznetsov, Stacey
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.3547-3552
Keywords: cameras, community, diy, government, photography, public performance, story
telling, throwies, ubiquitous computing, urban computing, urban planning
© Copyright 2010 ACM
Summary: As communities develop technological literacy and explore how technology can
impact their lives, the future of urban computing will come from grass-roots
initiatives in addition to traditional top-down urban planning. To this end, we
aim to engage the do-it-yourself (DIY) community in exploring how individuals
can add technology to their communities. As design probes into this space, we
have built prototype devices around off-the-shelf technology, open-ended
interactions and simple engineering techniques familiar to the DIY community.
Through evolving these devices with both the technical DIY community and
Pittsburgh's local communities, we hope to spark citizen-led efforts in
bringing novel applications of computing to our communities.
TOPAOKO: interactive construction kit
Work-in-progress, April 12-13
/
Wu, Kuan-Ju
/
Gross, Mark D.
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.3619-3624
Keywords: interactive construction kit, tangible interface
© Copyright 2010 ACM
Summary: If you have a laser cutter, you can build your own TOPAOKO. We describe work
in progress on TOPAOKO, an interactive construction kit that encourages
experimentation and play with pieces of a hardboard based, embedded circuit,
kit. We describe each component of the kit and examples of constructions built
with it.
Ubiquitous drums: a tangible, wearable musical interface
Work-in-progress, April 14-15
/
Smus, Boris
/
Gross, Mark D.
Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems
2010-04-10
v.2
p.4009-4014
Keywords: interaction techniques, musical instrument, percussion, tangible interfaces
© Copyright 2010 ACM
Summary: Drummers and non-drummers alike can often be seen making percussive gestures
on their chests, knees and feet. Ubiquitous Drums enhances this experience by
providing musical feedback for these and other gestures. This paper describes
the implementation and evolution of this tangible, wearable musical instrument.