[1]
Design Patterns, Principles, and Strategies for Sustainable HCI
Workshop Summaries
/
Knowles, Bran
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Clear, Adrian K.
/
Mann, Samuel
/
Blevis, Eli
/
Håkansson, Maria
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3581-3588
© Copyright 2016 ACM
Summary: This workshop will bring together researchers in the Sustainable HCI (SHCI)
field to reflect on sustainability challenges in HCI and collaboratively
collate and develop a set of strategies for increasing and accelerating
positive impact. We will explore 5 key questions towards this, and produce a
collaborative position statement. Our key objective for the workshop will be to
begin developing a series of design patterns, which we will ground with 'field
trips' to areas of socio-ecological challenge. These design patterns will serve
to provide a resource for practitioners and researchers wishing to adopt a
sustainable approach to their work, and provide a touchstone for critique and
evaluation of this work. The design patterns will contribute to an evolving,
wiki-based repository and form the basis for several collaborative papers.
[2]
Expanding the Boundaries: A SIGCHI HCI & Sustainability Workshop
Workshop Summaries
/
Clear, Adrian K.
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Preist, Chris
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Joshi, Somya
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Nathan, Lisa P.
/
Mann, Samuel
/
Nardi, Bonnie A.
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2373-2376
© Copyright 2015 ACM
Summary: Following a challenge issued to the Sustainable HCI (SHCI) community to
broaden its boundaries to increase breadth and depth of impact [16] this
workshop will explore 5 key questions to encourage SHCI research to play a
broader role in tackling global sustainability issues and to support the
societal change that this will require. Out of this, it will produce a map of
existing and future research agendas, and a collaborative position statement.
It will also provide an environment of support and challenge to allow
individuals working in this research area to consider their personal practice
and the difficulties (both practical and emotional) they may encounter.
[3]
Wearable Computing, 3D Aug* Reality, Photographic/Videographic Gesture
Sensing, and Veillance
Student Design Challenge
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Mann, Steve
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Feiner, Steve
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Harner, Soren
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Ali, Mir Adnan
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Janzen, Ryan
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Hansen, Jayse
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Baldassi, Stefano
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.497-500
© Copyright 2015 ACM
Summary: Wearable computers and Generation-5 Digital Eye Glass easily recognize a
user's own gestures, forming the basis for shared AR (Augmediated Reality).
This Studio-workshop presents the latest in wearable AR, plus an historical
perspective with new insights. Participants will sculpt 3D objects using hand
gestures and create Unity 3D art+game objects using computational
lightpainting.
Participants will also learn how to use 3D gesture-based AR to visualize and
understand real-world phenomena, including being able to see sound waves, see
radio waves, and see sight itself, through abakographic user-interfaces that
interact with "sightfields" (time-reversed lightfields). Participants will also
surveilluminescent devices that change color when watched by a camera. Long
exposure photographs made with such devices generate "sightpaintings" that show
what a camera can "see".
[4]
What have we learned?: a SIGCHI HCI & sustainability community workshop
Workshop summaries
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Silberman, M. Six
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Blevis, Eli
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Huang, Elaine
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Nardi, Bonnie A.
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Nathan, Lisa P.
/
Busse, Daniela
/
Preist, Chris
/
Mann, Samuel
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.143-146
© Copyright 2014 ACM
Summary: The role and influence of HCI research in addressing the challenges of
sustainability remains unclear despite ongoing interest.
Sustainability-oriented paper authors, workshop participants, SIG attendees,
and panelists have made ambitious predictions about the contributions of the
CHI community and identified critical directions for the field. But have
lessons from the past decade of HCI & Sustainability research been taken
substantively into practice, within and beyond the CHI community? Have they had
a significant positive influence on the vitality of the world's ecosystems? If
not, how can we re-orient? This workshop is a venue for taking concrete action
to integrate what we have learned about sustainability -- from within and
beyond HCI -- into a common framework to guide the community toward more
influential contributions and more rigorous evaluations of HCI &
Sustainability research.
[5]
CHI at the barricades: an activist agenda?
Panels
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Busse, Daniela K.
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Borning, Alan
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Mann, Samuel
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Hirsch, Tad
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Nathan, Lisa P.
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Parker, Andrea Grimes
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Shneiderman, Ben
/
Nunez, Bryan
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2407-2412
© Copyright 2013 ACM
Summary: Technology plays an increasingly important role in enabling activist
agendas, supporting activist activities and self-organization, bringing people
together on causes they support and developing tools and platforms to scaffold
activist activities. This panel explores both the role of HCI in activism and
activism in HCI.
[6]
Changing perspectives on sustainability: healthy debate or divisive
factions?
SIGs
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Busse, Daniela
/
Mann, Samuel
/
Nathan, Lisa
/
Preist, Chris
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.2505-2508
© Copyright 2013 ACM
Summary: This year's Sustainability SIG invites participants to apply the conference
theme "changing perspectives" to sustainability research and practice within
the human computer interaction community. As the number of
sustainability-oriented endeavors in the field continues to grow, so does the
number of critiques on the work undertaken. Perspectives continue to shift
concerning how the HCI community "should" attend to the monumental ecosystem
changes societies face in the coming decades. For such an enormous problem, is
it best to concentrate our limited resources (time, money, people) on
compatible approaches in order to build on each other's findings? Do recent
critiques risk sundering a nascent community of scholars? Or is it misguided to
privilege a limited number of approaches to addressing a complex, problematic
situation?
[7]
POST-SUSTAINABILITY: a CHI sustainability community workshop
Workshop summaries
/
Preist, Chris
/
Busse, Daniela K.
/
Nathan, Lisa P.
/
Mann, Samuel
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.3251-3254
© Copyright 2013 ACM
Summary: The goal of this workshop is to raise awareness, spark discussion, and start
shaping a research agenda in the field of Sustainable HCI. There are three
interrelated imperatives for this Post Sustainability workshop. First motivated
by the desire to move sustainable HCI (or Sustainable Interaction Design SID)
"beyond persuasion". Second, the desire to move the sustainability of SID
beyond an overly simplistic focus on single resource reduction. Third, the
challenge of adaption to environmental impacts on society, potentially
including societal contraction or collapse. The workshop will consist of a
structured brainstorming session to construct a research agenda and then
participants will, in groups, begin to develop action plans to realise this
agenda.
[8]
Embroidery modeling and rendering
Real world modeling
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Chen, Xinling
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McCool, Michael
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Kitamoto, Asanobu
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Mann, Stephen
Proceedings of the 2012 Conference on Graphics Interface
2012-05-28
p.131-139
© Copyright 2012 Authors
Summary: Embroidery is a traditional non-photorealistic art form in which threads of
different colours stitched into a base material are used to create an image. We
explore techniques for automatically producing embroidery layouts from line
drawings and for rendering those layouts in real time on potentially deformable
3D objects with hardware acceleration. Layout of stitches is based on automatic
extraction of contours from line drawings followed by a set of stitch-placement
procedures based on traditional embroidery techniques. Rendering first captures
the lighting environment on the surface of the target object and renders the
embroidery as an image in texture space. Stitches are rendered in texture space
using a lighting model suitable for threads at a resolution that avoids
geometric and highlight aliasing, and with alpha-mapped per-stitch boundary
antialiasing. Stitches are also rendered in layers to capture the 2.5D nature
of embroidery. A filtered texture pyramid is constructed from the resulting
texture and applied to the 3D object, using hardware accelerated
scale-dependent antialiasing. Aliasing of fine stitch structure and highlights
is avoided by this process. The result is a realistic embroidered image that
properly responds to lighting in real time.
[9]
Social sustainability: an HCI agenda
Panels
/
Busse, Daniela
/
Blevis, Eli
/
Beckwith, Richard
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Bardzell, Shaowen
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Sengers, Phoebe
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Tomlinson, Bill
/
Nathan, Lisa
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Mann, Samuel
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1151-1154
© Copyright 2012 ACM
Summary: The panel will capture some of the breadth and depth of the current CHI
discourse on Social Sustainability, and discuss a forward-looking research
agenda.
[10]
Chi 2012 sustainability community invited SIG: inventory of issues and
opportunities
SIGs
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Blevis, Eli
/
Busse, Daniela
/
Mann, Samuel
/
Pan, Yue
/
Thomas, John
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.1181-1184
© Copyright 2012 ACM
Summary: This year's CHI Sustainability Community's SIG is designed to broaden
participation and also designed to collect an inventory of issues and
opportunities to broaden the reach and scope of HCI's role in securing a
sustainable future.
[11]
Simple, sustainable living
Workshop summaries
/
Håkansson, Maria
/
Leshed, Gilly
/
Blevis, Eli
/
Nathan, Lisa
/
Mann, Samuel
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2795-2798
© Copyright 2012 ACM
Summary: The goal of this workshop is to better understand how to design for simpler
lifestyles as part of a more holistic understanding of what it means to be
sustainable. This goal takes us beyond what has been previously emphasized in
sustainable HCI or at the confines of environmental sustainability. Instead, we
discuss the possibilities of an alternative framing of technologies, economies,
cultural norms, social mechanisms, and everyday practices that may be needed
for simple, sustainable living. We posit that achieving simple, sustainable
living may be a matter of thoughtfully embracing positive complexity and
avoiding negative complexity. These require careful decisions about design,
choice, and use of technology, as well as taking a broader perspective on
sustainability.
[12]
Hydraulikos: ice, water, and steam as user-interfaces
Musical keynotes
/
Mann, Steve
/
Janzen, Ryan
Proceedings of the 6th International Conference on Tangible and Embedded
Interaction
2012
v.9
p.27-28
© Copyright 2012 ACM
Summary: In 2001 the term "Natural User Interface" (NUI) was coined to denote the use
of wearable computing or of physical matter (solids, liquids, and gases) as
direct user interfaces for metaphor-free computing ["Intelligent Image
Processing", S. Mann, John Wiley & Sons, Inc., 2001]. An example of NUI is
the idioscope, a highly expressive musical instrument based on continuous
("undigital") scratch input ["Natural Interfaces for Musical Expression...", S.
Mann, in Proc. NIME 2007, Jun6-10, New York, NY, USA.].
Human beings are "cyborgs" in the sense that we usually experience nature
indirectly, through technologies like shoes, clothing, or smartphones. In fact
we're often forbidden from interacting directly with the world around us, e.g.
simply removing our shoes to feel the earth beneath our feet is likely to have
us stopped by police or security guards.
Natural User-Interfaces challenge this layer of indirection, and use direct
physical contact with multisensory primordial input devices such as solids,
liquids, and gases.
H2O (dihydrogen monoxide) is the only chemical substance that we commonly
and directly experience in all three of these states-of-matter. Thus H2O is a
natural choice for a natural user-interface.
H2O is not the same thing as water: it is more general than water in the
sense that it can also exist as ice or steam. We explore ice and steam as
primordial natural user interfaces.
Our ultimate goal is the creation of a centre for Cyborg-Environment
Interaction (CEI) as a research trajectory exploring the relationship between
nature and technology. Presently, we will celebrate the solid and gaseous
states of H2O through ice mallets and steam pipes, in a performance entitled
"Sublime Sublimation".
[13]
Hydraulikos: nature and technology and the centre for cyborg-environment
interaction (CEI)
Musical keynotes
/
Mann, Steve
Proceedings of the 6th International Conference on Tangible and Embedded
Interaction
2012
v.9
p.29-32
© Copyright 2012 ACM
Summary: Technology has put us out of touch with nature. A goal of the CCEI (the
Centre for Nature and Technology) is to invent, research, study, and teach
technologies that facilitate connection with our natural world. One project of
CCEI is Hydraulikos, the Water Labs, for people to touch and be touched by the
most primordial of all media = water. Hydraulikos aims to be a place where
science, quantum physics, and fluid mechanics come together with nature, the
environment, the arts, culture and society, health, wellness, and innovation,
as therapy for the mind and body... where music meets math, and the
compartmentalized silos of academia are washed away with lateral thinking in a
setting where the boundary between work and play can also dissolve.
Past projects include "Hands Across the Water" and "Hands Across the
Harbour" using WOIP (Water Over Internet Protocol) to connect people through
water as an Internet-connected medium that's at once both broad and deep.
Ontario's Great Lakes hold 80% of North America's freshwater; it has often
been said that Ontario is water capital of the world. Thus we need an
Ontario-based entity like Hydraulikos that celebrates water at all ontological
levels.
[14]
INTERNET
Encyclopedia of Human-Computer Interaction
2011-12-17
Keywords: Encyclopedia and Glossary interaction design, information architecture,
usability, user experience, human-computer interaction, information
visualization, ethnography, emotional design, social media
1. Interaction Design
+ Lowgren, Jonas
2. Human Computer Interaction (HCI)
+ Carroll, John M.
3. User Experience and Experience Design
+ Hassenzahl, Marc
4. Social Computing
+ Erickson, Thomas
5. Visual Representation
+ Blackwell, Alan
6. Data Visualization for Human Perception
+ Few, Stephen
7. Bifocal Display
+ Spence, Robert
+ Apperley, Mark
8. Contextual Design
+ Holtzblatt, Karen
+ Beyer, Hugh R.
9. Action Research
+ Kock, Ned
10. End-User Development
+ Burnett, Margaret M.
+ Scaffidi, Christopher
12. Affective Computing
+ Höök, Kristina
13. Requirements Engineering
+ Sutcliffe, Alistair G.
14. Context-Aware Computing
+ Schmidt, Albrecht
15. Usability Evaluation
+ Cockton, Gilbert
16. Activity Theory
+ Kaptelinin, Victor
17. Disruptive Innovation
+ Christensen, Clayton M.
18. Open User Innovation
+ von Hippel, Eric
19. Visual Aesthetics
+ Tractinsky, Noam
20. Tactile Interaction
+ Challis, Ben
21. Somaesthetics
+ Shusterman, Richard
22. Card Sorting
+ Hudson, William
23. Wearable Computing
+ Mann, Steve
24. Socio-Technical System Design
+ Whitworth, Brian
+ Ahmad, Adnan
25. Semiotics
+ de Souza, Clarisse Sieckenius
26. Aesthetic Computing
+ Fishwick, Paul A.
27. Computer Supported Cooperative Work
+ Grudin, Jonathan
+ Poltrock, Steven
28. Phenomenology
+ Gallagher, Shaun
29. Formal Methods
+ Dix, Alan J.
Summary: Welcome to a new type of encyclopedia! It's free, it includes videos,
commentaries, and lots more. All chapters are written by leading figures within
each subject. As such, it's different from the Wikipedia.
[15]
User-interfaces based on the water-hammer effect: water-hammer piano as an
interactive percussion surface
Audio and video
/
Mann, Steve
/
Janzen, Ryan
/
Huang, Jason
/
Kelly, Matthew
/
Ba, Lei Jimmy
/
Chen, Alexander
Proceedings of the 5th International Conference on Tangible and Embedded
Interaction
2011-01-22
p.1-8
© Copyright 2011 ACM
Summary: Water hammer, a well known phenomenon occurring in water pipes and plumbing
fixtures, is generally considered destructive and undesirable. We propose the
use of water hammer for a musical instrument akin to hammered percussion
instruments like hammered dulcimer, piano, etc. In one embodiment, the
instrument comprises an array of mouths each for being struck with the open
palm or fingers, each mouth connected to a separate hydraulic resonator. In
another embodiment, we use a basin or pool of water as a multitouch
user-interface where sounds made by water are acoustically sensed by an array
of hydrophones (underwater listening devices). Using water itself as a touch
surface creates a fun and playful user interface medium that captures the
fluidity of the water's ebb and flow.
[16]
Multisensor broadband high dynamic range sensing: for a highly expressive
step-based musical instrument
Audio and video
/
Mann, Steve
/
Janzen, Ryan E.
/
Hobson, Tom
Proceedings of the 5th International Conference on Tangible and Embedded
Interaction
2011-01-22
p.21-24
© Copyright 2011 ACM
Summary: We propose the use of multiple sensors of different sensitivity that
simultaneously sense the same signal. Outputs of these sensors are then
combined in a way that allows the simultaneous sensing of large-signal and
small-signal phenomena. This sensing methodology is applied to the
andantephone, a musical instrument that allows a player to physically step
through the notes of a song as if they were walking along the song's timeline.
When you stop walking the music stops. If you walk faster the music plays
faster. A new, more expressive design of andantephone was created using a
wideband complementary set of geophones to detect seismic waves transmitted
from human footsteps. Each tile in the andantephone has one or more
high-frequency piezoelectric geophones that respond to small-signals, as well
as one or more low-frequency carbon geophones that respond to large-signals.
These sensors are subsequently connected to a real-time frequency-shifting
system that shifts each geophone's output to the correct musical pitch or chord
for a particular note in a song. The proposed HDR sensing principle may be
applied to many different sensing scenarios.
[17]
Geometric Displacement on Plane and Sphere
Geometric Techniques
/
Fourquet, Elodie
/
Cowan, William
/
Mann, Stephen
Proceedings of the 2008 Conference on Graphics Interface
2008-05-28
p.193-202
© Copyright 2008 Canadian Information Processing Society
Summary: This paper describes a new algorithm for geometric displacement mapping. Its
key idea is that all occluded solutions for an eye ray lie in two-dimensional
manifolds perpendicular to the underlying surface to which the height map is
applied. The manifold depends only on the eye position and surface geometry,
and not on the height field. A simple stepping algorithm, moving along the
surface within a manifold renders a curve of pixels to the view plane, which
reduces height map rendering to a set of one-dimensional computations that can
be done in parallel. The curves on the view plane for two specific underlying
manifolds, a plane and a sphere, are straight lines. In this paper we focus on
the specific geometry of simple underlying surfaces for which the geometry is
more intuitive and the sampling of the rendered image direct.
[18]
Natural Interfaces for Musical Expression: Physiphones and a Physics-Based
Organology
/
Mann, Steve
NIME 2007: New Interfaces for Musical Expression
2007-06-06
p.118-123
© Copyright 2007 Authors
[19]
symSpline: symmetric two-handed spline manipulation
Interaction methods
/
Latulipe, Celine
/
Mann, Stephen
/
Kaplan, Craig S.
/
Clarke, Charlie L. A.
Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems
2006-04-22
v.1
p.349-358
© Copyright 2006 ACM
Summary: We introduce symSpline: a symmetric, dual-mouse technique for the
manipulation of spline curves. In symSpline, two cursors control the positions
of the ends of the tangent to an edit point. By moving the tangent with both
mice, the tangent and the edit point can be translated while the curvature of
the spline is adjusted simultaneously, according to the length and angle of the
tangent. We compare the symSpline technique to two asymmetric dual-mouse spline
manipulation techniques and to a standard single-mouse technique. In a spline
matching experiment, symSpline outperformed the two asymmetric dual-mouse
techniques and all three dual-mouse techniques proved to be faster than the
single-mouse technique. Additionally, symSpline was the technique most
preferred by test participants.
[20]
Augmented Reality Chinese Checkers
/
Cooper, Nicholas
/
Keatley, Aaron
/
Dahlquist, Maria
/
Mann, Simon
/
Slay, Hannah
/
Zucco, Joanne
/
Smith, Ross
/
Thomas, Bruce H.
Proceedings of the 2004 International Conference on Advances in Computer
Entertainment Technology
2004-09-02
p.117-126
© Copyright 2004 ACM
Summary: This paper presents an application, Augmented Reality Chinese Checkers that
we created to investigate user interface issues for table top projected
augmented reality entertainment applications. A new tangible interaction
device, the wireless button enhanced fiducial, is introduced to support
selection tasks in mixed reality environments. The Augmented Reality Chinese
Checkers game is built on a framework which can be used to create other
computer supported collaborative games. The system is built using the Passive
Detection Framework to track the 6 degrees of freedom position in real time of
marked objects in the environment. The game supports up to six players at a
time.
[21]
Distortion Minimization and Continuity Preservation in Surface Pasting
Meshes and Surfaces
/
Leung, Rick
/
Mann, Stephen
Proceedings of the 2003 Conference on Graphics Interface
2003-06-11
p.193-200
© Copyright 2003 Canadian Information Processing Society
Summary: Surface pasting is a hierarchical modeling technique capable of adding local
details to tensor product B-spline surfaces without incurring significant
computational costs. In this paper, we describe how the continuity conditions
of this technique can be improved through the use of least squares fitting and
the application of some general B-spline continuity properties. More
importantly, we address distortion issues inherent to the standard pasting
technique by using an alternative mapping of the interior control points.
[22]
Introduction to Mediated Reality
/
Mann, Steve
/
Barfield, Woodrow
International Journal of Human-Computer Interaction
2003
v.15
n.2
p.205-208
© Copyright 2003 Lawrence Erlbaum Associates
[23]
Exploring design through wearable computing art(ifacts)
Interactive Posters
/
Garabet, Angela
/
Mann, Steve
/
Fung, James
Proceedings of ACM CHI 2002 Conference on Human Factors in Computing Systems
2002-04-20
v.2
p.634-635
© Copyright 2002 ACM
Summary: Usability is taken into account in design, however analysis of underlying
technological values (such as trust, privacy, security) might become
overlooked. In this paper, we illustrate how performance art can be used to
elicit information about device design and usage. Wearable computing devices or
art(ifacts) were used to spark behavior and debate. It was found that the
degree of acceptability of the design was related to the perceived control the
wearer had over the device. We suggest that what is learned from performance
art can be incorporated into future design.
[24]
INTERNET
Knowledge Media Design Institute
/
Alleyne, Joel
/
Baber, Zaheer
/
Baecker, Ronald
/
Balakrishnan, Ravin
/
Berry, Brent
/
Birnholtz, Jeremy
/
Boler, Megan
/
Brett, Clare
/
Buliung, Ron
/
Caidi, Nadia
/
Chan, Leslie
/
Chignell, Mark
/
Choo, Chun Wei
/
Clement, Andrew
/
Consens, Mariano
/
Danahy, John
/
Deibert, Ronald
/
de Kerckhove, Derrick
/
de Lara, Eyal
/
Dryer, Marc
/
Easterbrook, Steve
/
Eysenbach, Gunther
/
Fiume, Eugene
/
Fox, Mark
/
Garrett, Frances
/
Goldfarb, Avi
/
Gotlieb, Calvin
/
Hewitt, Jim
/
Hirst, Graeme
/
Hockema, Stephen
/
Hyman, Avi
/
Hoinkes, Rodney
/
Jacobsen, H.-Arno
/
Jadad, Alex
/
Jamieson, Gregory
/
Jenkinson, Jodie
/
Jones, Charles
/
Kaplan, Louis
/
Kolodny, Harvey
/
Koudas, Nick
/
Lancashire, Ian
/
Logan, Bob
/
Luke, Robert
/
Lyons, Kelly
/
Mann, Steve
/
Martimianakis, Tina
/
Marziali, Elsa
/
Milgram, Paul
/
Moller, Henry
/
Moore, Gale
/
Murty, Vijaya Kumar
/
Muter, Paul
/
Mylopoulos, John
/
Penn, Gerald
/
Pennefather, Peter
/
Phillips, David
/
Plataniotis, Kostas
/
Ratto, Matt
/
Ryan, David
/
Saroiu, Stefan
/
Scheffel-Dunand, Dominique
/
Shafrir, Uri
/
Singh, Karan
/
Slotta, Jim
/
Cantwell, Brian
/
Spence, Ian
/
Steele, Lisa
/
Timmerman, Peter
/
Treviranus, Jutta
/
Trifonas, Peter
/
Truong, Khai
/
Vicente, Kim
/
Wellman, Barry
/
Wensley, Anthony
/
Wilson-Pauwels, Linda
/
Wolfe, David
/
Woodruff, Earl
/
Woolridge, Nicholas
/
Wright, Robert
/
Yu, Eric
2001-01-01
Canada, Ontario, Toronto
University of Toronto
Summary:
Research Themes:
- Knowledge media for learning - the application of computer, communications, and cognitive sciences to knowledge building, problem solving, planning, education, and training, especially to facilitate collaborative, distance and multimedia-based learning
- Technologies for knowledge media - research and development of technologies and the technological infrastructure required to construct knowledge media, including interactive computer graphics, scientific visualization, hypertext, multimedia, databases, natural language processing, and artificial intelligence
- Human-centred design - the design science of human-computer interaction and of the creation of innovative computer systems and interfaces appropriate for human use, and more generally in the human factors of complex real-world systems and t echnologies, as rooted in research from applied cognitive science, psychology, and sociology
- Knowledge media, culture, and society - reflection and analysis of the social implications of the increasing reliance on new technologies. As information and new media technologies challenge fundamental beliefs, this area of research deals broadly with such issues as the nature of communities and institutions, work and employment, the balance of public and private good, privacy, copyright and intellectual property.
[25]
An Improved Parametric Side-Vertex Triangle Mesh Interpolant
Meshing Techniques
/
Mann, Stephen
Proceedings of the 1998 Conference on Graphics Interface
1998-06-18
p.35-42
© Copyright 1998 Canadian Information Processing Society
Summary: There are many schemes for fitting triangular surface patches to a
triangular net of data. In general, local schemes produce surfaces with poor
surface quality. Although variational techniques construct surfaces of higher
quality, such techniques tend to be computationally expensive. In this paper, I
will present modifications to Nielson's side-vertex method that improve its
surface quality without resorting to variational techniques.