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SolidNoise: Making Musical Robots Late-Breaking Works: Novel Interactions / 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.2504-2510
ACM Digital Library Link
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
ACM Digital Library Link
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 / 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
ACM Digital Library Link
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 / Oh, Hyunjoo / Eisenberg, Michael / Gross, Mark D. / Hsi, Sherry Proceedings of ACM IDC'15: Interaction Design and Children 2015-06-21 p.371-374
ACM Digital Library Link
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 / Harriman, Jiffer / Theodore, Michael / Gross, Mark Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.141-144
ACM Digital Library Link
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
ACM Digital Library Link
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 / Greenberg, Anne K. / Gross, Melissa / Wright, Mary C. LAK'14: 2014 International Conference on Learning Analytics and Knowledge 2014-03-24 p.275-276
ACM Digital Library Link
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
ACM Digital Library Link
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 / Mellis, David / Follmer, Sean / Hartmann, Björn / Buechley, Leah / Gross, Mark D. Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.3307-3310
ACM Digital Library Link
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 / Johnson, Gabe / Gross, Mark / 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
ACM Digital Library Link
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
ACM Digital Library Link

Giffi: a gift for future inventors Art explorations / Wu, Kuan-Ju / Gross, Mark D. / Baskinger, Mark Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012 v.9 p.335-336
ACM Digital Library Link
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 / Kuznetsov, Stacey / Davis, George Noel / Paulos, Eric / Gross, Mark D. / Cheung, Jian Chiu Proceedings of the 2011 International Conference on Ubiquitous Computing 2011-09-17 p.237-246
ACM Digital Library Link
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 / Yun, Ray / Gross, Mark D. / Newton, Dan / 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
ACM Digital Library Link

RayMatic: ambient meter display with facial expression and gesture Interactivity 2 / 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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ISBN: 978-0-85729-432-6 (print), 978-0-85729-433-3 (online)
Link to Digital Content at Springer
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
Link to Article at sciencedirect
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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.
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