Project Jacquard: Interactive Digital Textiles at Scale
Everyday Objects as Interaction Surfaces
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Poupyrev, Ivan
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Gong, Nan-Wei
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Fukuhara, Shiho
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Karagozler, Mustafa Emre
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Schwesig, Carsten
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Robinson, Karen E.
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4216-4227
© Copyright 2016 ACM
Summary: Project Jacquard presents manufacturing technologies that enable deploying
invisible ubiquitous interactivity at scale. We propose novel interactive
textile materials that can be manufactured inexpensively using existing textile
weaving technology and equipment.
The development of touch-sensitive textiles begins with the design and
engineering of a new highly conductive yarn. The yarns and textiles can be
produced by standard textile manufacturing processes and can be dyed to any
color, made with a number of materials, and designed to a variety of
thicknesses and textures to be consistent with garment designers' needs.
We describe the development of yarn, textiles, garments, and user
interactivity; we present the opportunities and challenges of creating a
manufacturable interactive textile for wearable computing.
Military Tacit Knowledge Elicitation in Written versus Online Settings
TRAINING: Training Posters
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Robinson, Kenneth S.
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Psotka, Joseph
Proceedings of the Human Factors and Ergonomics Society 46th Annual Meeting
2002-09-30
v.46
p.2084-2088
© Copyright 2002 HFES
Summary: This report is part of a project to create automated self-assessment tools
for military leadership in the U.S. Army, using a novel automatic, language
understanding, text-based distributed collaborative learning and problem
solving environment that allows leaders to share their tacit and doctrinal
knowledge. The online newsgroup-like environment has several automated
features, such as the capability of finding semantically related notes entered
by any other participant and providing quick and meaningful access to every
paragraph in an electronic library of relevant information. Groups of officers
from Lieutenants to Lieutenant Colonels were told to respond to online and
written scenarios derived from Army tacit knowledge assessment tests. Results
indicated that mean quality ratings from officers assessed in the online
environment were consistently higher than those from responses in a paper and
pencil based setting. These initial positive indications support the notion
that this online setting can be useful in eliciting military experiential
knowledge.
A Note on the Quantification of Computer Programming Skill
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Stanislaw, Harold
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Hesketh, Beryl
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Kanavaros, Sylvia
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Hesketh, Tim
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Robinson, Ken
International Journal of Human-Computer Studies
1994
v.41
n.3
p.351-362
© Copyright 1994 Academic Press
Summary: There are sound reasons for believing that expertise in computer programming
consists of two components, which should both be of interest to employers.
Time-based expertise corresponds to the conventional notion of expertise, and
is a function solely of the time spent programming. Multiskilling expertise,
by contrast, accrues through exposure to a variety of programming languages and
tasks, and is related to the cognitive development of high-level programming
schemata. This multidimensional model was tested by developing measures to
quantify the diversity of programming language usage and the diversity of
programming tasks, and then assessing programming skill in 206 computer
programmers. As predicted, factor analysis identified two underlying factors.
The actual amount of time spent programming and the time since first learning
to program loaded highly on one factor ("time-based skill"), while the number
of languages known, the diversity of language usage, and the diversity of
programming tasks loaded highly on the second factor ("multiskilling"). The
data also revealed that programmers tend not to keep abreast of new
developments in their field. Thus, many programmers who are "expert" in the
time-based sense risk obsolescence due to a lack of multiskilling expertise.