RapID: A Framework for Fabricating Low-Latency Interactive Objects with RFID
Tags
IoT and HCI ASAP!
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Spielberg, Andrew
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Sample, Alanson
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Hudson, Scott E.
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Mankoff, Jennifer
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McCann, James
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5897-5908
© Copyright 2016 ACM
Summary: RFID tags can be used to add inexpensive, wireless, batteryless sensing to
objects. However, quickly and accurately estimating the state of an RFID tag is
difficult. In this work, we show how to achieve low-latency manipulation and
movement sensing with off-the-shelf RFID tags and readers. Our approach couples
a probabilistic filtering layer with a monte-carlo-sampling-based interaction
layer, preserving uncertainty in tag reads until they can be resolved in the
context of interactions. This allows designers' code to reason about inputs at
a high level. We demonstrate the effectiveness of our approach with a number of
interactive objects, along with a library of components that can be combined to
make new designs.
Threadsteading: Playful Interaction for Textile Fabrication Devices
Interactivity
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Albaugh, Lea
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Grow, April
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Liu, Chenxi
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McCann, James
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Smith, Gillian
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Mankoff, Jennifer
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.285-288
© Copyright 2016 ACM
Summary: Our interaction -- Threadsteading -- combines game design practices,
traditional crafting techniques of quilting and embroidery, and existing
fabrication technologies to produce an innovative game experience that results
in a tangible artifact at the end of play. Threadsteading offers a glimpse at a
future in which humans can engage in realtime, playful interaction with
fabrication machines.
Joint 5D Pen Input for Light Field Displays
Session 9B: Pens, Mice and Sensor Strips
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Tompkin, James
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Muff, Samuel
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McCann, James
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Pfister, Hanspeter
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Kautz, Jan
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Alexa, Marc
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Matusik, Wojciech
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.637-647
© Copyright 2015 ACM
Summary: Light field displays allow viewers to see view-dependent 3D content as if
looking through a window; however, existing work on light field display
interaction is limited. Yet, they have the potential to parallel 2D pen and
touch screen systems, which present a joint input and display surface for
natural interaction. We propose a 4D display and interaction space using a
dual-purpose lenslet array, which combines light field display and light field
pen sensing, and allows us to estimate the 3D position and 2D orientation of
the pen. This method is simple, fast (150Hz), with position accuracy of 2-3mm
and precision of 0.2-0.6mm from 0-350mm away from the lenslet array, and
orientation accuracy of 2 degrees and precision of 0.2-0.3 degrees within a 45
degree field of view. Further, we 3D print the lenslet array with embedded
baffles to reduce out-of-bounds cross-talk, and use an optical relay to allow
interaction behind the focal plane. We demonstrate our joint display/sensing
system with interactive light field painting.
Gauging Correct Relative Rankings For Similarity Search
Short Papers: Information Retrieval
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Yu, Weiren
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McCann, Julie
Proceedings of the 2015 ACM Conference on Information and Knowledge
Management
2015-10-19
p.1791-1794
© Copyright 2015 ACM
Summary: One of the important tasks in link analysis is to quantify the similarity
between two objects based on hyperlink structure. SimRank is an attractive
similarity measure of this type. Existing work mainly focuses on absolute
SimRank scores, and often harnesses an iterative paradigm to compute them.
While these iterative scores converge to exact ones with the increasing number
of iterations, it is still notoriously difficult to determine how well the
relative orders of these iterative scores can be preserved for a given
iteration. In this paper, we propose efficient ranking criteria that can secure
correct relative orders of node-pairs with respect to SimRank scores when they
are computed in an iterative fashion. Moreover, we show the superiority of our
criteria in harvesting top-K SimRank scores and bucket orders from a full
ranking list. Finally, viable empirical studies verify the usefulness of our
techniques for SimRank top-K ranking and bucket ordering.
High Quality Graph-Based Similarity Search
Session 1C: Efficient Algorithms
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Yu, Weiren
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McCann, Julie Ann
Proceedings of the 2015 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2015-08-09
p.83-92
© Copyright 2015 ACM
Summary: SimRank is an influential link-based similarity measure that has been used
in many fields of Web search and sociometry. The best-of-breed method by
Kusumoto et. al., however, does not always deliver high-quality results, since
it fails to accurately obtain its diagonal correction matrix D. Besides,
SimRank is also limited by an unwanted "connectivity trait": increasing the
number of paths between nodes a and b often incurs a decrease in score s(a,b).
The best-known solution, SimRank++, cannot resolve this problem, since a
revised score will be zero if a and b have no common in-neighbors. In this
paper, we consider high-quality similarity search. Our scheme, SR#, is
efficient and semantically meaningful: (1) We first formulate the exact D, and
devise a "varied-D" method to accurately compute SimRank in linear memory.
Moreover, by grouping computation, we also reduce the time of from quadratic to
linear in the number of iterations. (2) We design a "kernel-based" model to
improve the quality of SimRank, and circumvent the "connectivity trait" issue.
(3) We give mathematical insights to the semantic difference between SimRank
and its variant, and correct an argument: "if D is replaced by a scaled
identity matrix, top-K rankings will not be affected much". The experiments
confirm that SR# can accurately extract high-quality scores, and is much faster
than the state-of-the-art competitors.
A Layered Fabric 3D Printer for Soft Interactive Objects
Design and 3D Object Fabrication
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Peng, Huaishu
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Mankoff, Jennifer
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Hudson, Scott E.
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McCann, James
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1789-1798
© Copyright 2015 ACM
Summary: We present a new type of 3D printer that can form precise, but soft and
deformable 3D objects from layers of off-the-shelf fabric. Our printer employs
an approach where a sheet of fabric forms each layer of a 3D object. The
printer cuts this sheet along the 2D contour of the layer using a laser cutter
and then bonds it to previously printed layers using a heat sensitive adhesive.
Surrounding fabric in each layer is temporarily retained to provide a removable
support structure for layers printed above it. This process is repeated to
build up a 3D object layer by layer. Our printer is capable of automatically
feeding two separate fabric types into a single print. This allows specially
cut layers of conductive fabric to be embedded in our soft prints. Using this
capability we demonstrate 3D models with touch sensing capability built into a
soft print in one complete printing process, and a simple LED display making
use of a conductive fabric coil for wireless power reception.
Sig-SR: SimRank search over singular graphs
Poster session (short papers)
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Yu, Weiren
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McCann, Julie A.
Proceedings of the 2014 Annual International ACM SIGIR Conference on
Research and Development in Information Retrieval
2014-07-06
p.859-862
© Copyright 2014 ACM
Summary: SimRank is an attractive structural-context measure of similarity between
two objects in a graph. It recursively follows the intuition that "two objects
are similar if they are referenced by similar objects". The best known
matrix-based method [1] for calculating SimRank, however, implies an assumption
that the graph is non-singular, its adjacency matrix is invertible. In reality,
non-singular graphs are very rare; such an assumption in [1] is too restrictive
in practice. In this paper, we provide a treatment of [1], by supporting
similarity assessment on non-invertible adjacency matrices. Assume that a
singular graph G has n nodes, with r(2+Kr2)) time for K iterations. In
contrast, the only known matrix-based algorithm that supports singular graphs
[1] needs O(r4n2) time. The experimental results on real and synthetic datasets
demonstrate the superiority of InvSR on singular graphs against its baselines.
SenCity: uncovering the hidden pulse of a city (workshop)
Workshop: uncovering the hidden pulse of a city
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Gallacher, Sarah
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Kalnikaite, Vaiva
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McCann, Julie
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Prendergast, David
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Bird, Jon
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Jetter, Hans-Christian
Adjunct Proceedings of the 2013 International Joint Conference on Pervasive
and Ubiquitous Computing
2013-09-08
v.2
p.1311-1316
© Copyright 2013 ACM
Summary: Cities act as hubs designed to accommodate and support millions of
inhabitants, nomads and tourists that rely on the city's infrastructure to move
around, communicate and flourish as individuals and as a community. This shapes
the culture, habits and pulse of a city creating an organic urban landscape
often invisible to the naked eye, but traceable digitally. With the
proliferation of sensing and pervasive technologies, we should be able to tell
the levels of crowdedness of the city, its mood, or how clean it is by sensing
and visualising these aspects. However, this poses interesting research and
design questions; how would one design a device for tracking and visualising
crowdedness on buses, for example. This workshop aims to explore the use of
sensing technologies for visually resurfacing some of the hidden dynamics of
the city by providing a collaborative and facilitated environment for applied
research and creative exploration. This complements other workshops in the
"urban" or "cities" theme, such as PURBA (Pervasive Urban Applications), that
investigate urban environments from a theoretical perspective. After initial
discussions on a joint workshop, the SenCity and PURBA organisers concluded
that these workshops were complementary yet different enough to give
participants the benefit of taking part in both; gaining the theory from PURBA
and collaboratively applying practical research and creative flair at the
SenCity workshop to sense, visualise and share the hidden pulse of Zürich.
Intel Collaborative Research Institute -- Sustainable Connected Cities
Landscape Papers
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Schöning, Johannes
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Rogers, Yvonne
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Bird, Jon
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Capra, Licia
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McCann, Julie A.
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Prendergast, David
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Sheridan, Charles
Proceedings of the 2012 International Joint Conference on Ambient
Intelligence
2012-11-13
p.364-372
© Copyright 2012 Springer-Verlag
Summary: Cities are places where people, meet, exchange, work, live and interact.
They bring people with different interests, experiences and knowledge close
together. They are the centres of culture, economic development and social
change. They offer many opportunities to innovate with technologies, from the
infrastructures that underlie the sewers to computing in the cloud. One of the
overarching goals of Intel's Collaborative Research Institute on Sustainable
Connected Cities is to integrate the technological, economic and social needs
of cities in ways that are sustainable and human-centred. Our objective is to
inform, develop and evaluate services that enhance the quality of living in the
city.
Mid-level smoke control for 2D animation
Animation
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Barnat, Alfred
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Li, Zeyang
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McCann, James
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Pollard, Nancy S.
Proceedings of the 2011 Conference on Graphics Interface
2011-05-25
p.25-32
© Copyright 2011 Authors
Summary: In this paper we introduce the notion that artists should be able to control
fluid simulations by providing examples of expected local fluid behavior (for
instance, an artist might specify that magical smoke often forms star shapes).
As our idea fits between high-level, global pose control and low-level
parameter adjustment, we deem it mid-level control. We make our notion concrete
by demonstrating two mid-level controllers providing stylized smoke effects for
two-dimensional animations. With these two controllers, we allow the artist to
specify both density patterns, or particle motifs, which should emerge
frequently within the fluid and global texture motifs to which the fluid should
conform. Each controller is responsible for constructing a stylized version of
the current fluid state, which we feed-back into a global pose control method.
This feedback mechanism allows the smoke to retain fluid-like behavior, while
also attaining a stylized appearance suitable to integration with 2D
animations. We integrate these mid-level controls with an interactive animation
system, in which the user can control and keyframe all animation parameters
using an interactive timeline view.
ajME: making game engines autonomic
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Martins, Pedro
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McCann, Julie A.
Proceedings of the 3rd International Conference Fun and Games
2010-09-15
p.48-57
Keywords: autonomic computing, game engine, self-adaptive, self-healing systems,
software engineering
© Copyright 2010 ACM
Summary: Autonomic Computing is now showing its value as a solution to the increased
complexities of maintaining computer systems and has been applied to many
different fields. In this paper, we demonstrate how a gaming application can
benefit from autonomic principles. Currently, minimal adaptivity has been used
in games and is typically manifested as bespoke mechanisms that cannot be
shared, extended, reused etc. In this paper we show the advantages of Autonomic
Computing in terms of not only improved performance, but also show that
decoupling adaptivity mechanisms from the managed game can be done efficiently
whilst improving its software engineering.
To this end we implement and evaluate a proof of concept architecture using
the popular Java game engine jMonkeyEngine and in doing so produce autonomic
extensions for the jMonkeyEngine (namely ajME). We show that this framework
enables easy adoption of autonomic computing in games created using this games
engine but also how this relates to other engines. We conclude that autonomic
computing in gaming is viable (i.e. performance is improved while leaving the
game quality minimally changed), has advantages over other approaches from a
software engineering point of view and all with a minimal overhead. We then
discuss the difficulties that are still present in the implementation of
autonomic gaming systems, and suggest some further work that could be done in
order to improve this area.
Network stack diagnosis and visualization tool
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Wongsuphasawat, Krist
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Artornsombudh, Pornpat
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Nguyen, Bao
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McCann, Justin
Proceedings of the 2009 Symposium on Computer Human Interaction for the
Management of Information Technology
2009-11-07
p.4
© Copyright 2009 ACM
Summary: End users are often frustrated by unexpected problems while using networked
software, leading to frustrated calls to the help desk seeking solutions.
However, trying to locate the cause of these unexpected behaviors is not a
simple task. The key to many network monitoring and diagnosis approaches is
using cross-layer information, but the complex interaction between network
layers and usually large amount of collected data prevent IT support personnel
from determining the root of errors and bottlenecks. There is a need for the
tools that reduce the amount of data to be processed, offer a systematic
exploration of the data, and assist whole-stack performance analysis.
In this paper, we present Visty, a network stack visualization tool that
allows IT support personnel to systematically explore network activities at end
hosts. Visty can provide an overview picture of the network stack at any
specified time, showing how errors in one layer affect the performance of
others. Visty was designed as a prototype for more advanced diagnosis tools,
and also may be used to assist novice users in understanding the network stack
and relationships between each layer.
Parallel Computing for Term Selection in Routing/Filtering
Posters
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MacFarlane, Andy
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Robertson, Stephen E.
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McCann, Julie A.
Proceedings of ECIR'03, the 2003 European Conference on Information
Retrieval
2003-04-14
p.537-545
© Copyright 2003 Springer-Verlag
Summary: It has been postulated that a method of selecting terms in either routing or
filtering using relevance feedback would be to evaluate every possible
combination of terms in a training set and determine which combination yields
the best retrieval results. Whilst this is not a realistic proposition because
of the enormous size of the search space, some heuristics have been developed
on the Okapi system to tackle the problem which are computationally intensive.
This paper describes parallel computing techniques that have been applied to
these heuristics to reduce the time it takes to select to select terms.