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Hayes Raffle. Sculpting Behavior
A Tangible Language for Hands-On Play and Learning. Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2008.
abstract
For over a century, educators and constructivist theorists have argued that children learn by actively forming and testing – constructing – theories about how the world works. Recent efforts in the design of “tangible user interfaces” (TUIs) for learning have sought to bring together interaction models like direct manipulation and pedagogical frameworks like constructivism to make new, often complex, ideas salient for young children. Tangible interfaces attempt to eliminate the distance between the computational and physical world by making behavior directly manipulable with one’s hands. In the past, systems for children to model behavior have been either intuitive-but-simple (e.g. curlybot) or complex-but-abstract, (e.g. LEGO Mindstorms). In order to develop a system that supports a user’s transition from intuitive-but-simple constructions to constructions that are complex-but-abstract, I draw upon constructivist educational theories, particularly Bruner’s theories of how learning progresses through enactive then iconic and then symbolic representations.
This thesis presents an example system and set of design guidelines to create a class of tools that helps people transition from simple-but-intuitive exploration to abstract-and-flexible exploration. The Topobo system is designed to facilitate mental transitions between different representations of ideas, and between different tools. A modular approach, with an inherent grammar, helps people make such transitions. With Topobo, children use enactive knowledge, e.g. knowing how to walk, as the intellectual basis to understand a scientific domain, e.g. engineering and robot locomotion. Queens, backpacks, Remix and Robo add various abstractions to the system, and extend the tangible interface. Children use Topobo to transition from hands-on knowledge to theories that can be tested and reformulated, employing a combination of enactive, iconic and symbolic representations of ideas.
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Zigelbaum, J., Chang, A., Gouldstone, J., Monzen, J. J., and Ishii, H. 2008. SpeakCup: simplicity, BABL, and shape change. In Proceedings of the 2nd international Conference on Tangible and Embedded interaction (Bonn, Germany, February 18 - 20, 2008). TEI '08. ACM, New York, NY, 145-146.
abstract
In this paper we present SpeakCup, a simple tangible interface that uses shape change to convey meaning in its interaction design. SpeakCup is a voice recorder in the form of a soft silicone disk with embedded sensors and actuators. Advances in sensor technology and material science have provided new ways for users to interact with computational devices. Rather than issuing commands to a system via abstract and multi-purpose buttons the door is open for more nuanced and application-specific approaches. Here we explore the coupling of shape and action in an interface designed for simplicity while discussing some questions that we have encountered along the way.
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Vaucelle, C. and Ishii, H. 2008. Picture this!: film assembly using toy gestures. In Proceedings of the 10th international Conference on Ubiquitous Computing (Seoul, Korea, September 21 - 24, 2008). UbiComp '08, vol. 344. ACM, New York, NY, 350-359.
abstract
We present Picture This! a new input device embedded in children’s toys for video composition. It consists of a new form of interaction for children’s capturing of storytelling with physical artifacts. It functions as a video and storytelling performance system in that children craft videos with and about character toys as the system analyzes their gestures and play patterns. Children’s favorite props alternate between characters and cameramen in a film. As they play with the toys to act out a story, they conduct film assembly. We position our work as ubiquitous computing that supports children’s tangible interaction with digital materials. During user testing, we observed children ages 4 to 10 playing with Picture This!. We assess to what extent
gesture interaction with objects for video editing allows children to explore visual perspectives in storytelling. A new genre of Gesture Object Interfaces as exemplified by Picture This relies on the analysis of gestures coupled with objects to represent bits.
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Cati Vaucelle. From Touch Sensitive to Aerial Jewelry (Book Chapter). In Fashionable Technology, The intersection of Design, Fashion, Science, and Technology. Editor Seymour, S., Springer-Verlag Wien New York, 2008
abstract
Now that we constantly travel by plane, use GIS, google map, satellite imagery, our vision is expanded. Our everyday objects have a language that adapts itself to our influences. On the other end, as much as the car has influenced painting and the representation of space and movement, we wanted to show how the use of new technologies can change our way to design personal objects as exemplified by Aerial Jewelry
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Bonanni, L., Alonso, J., Chao, N., Vargas, G., and Ishii, H. 2008. Handsaw: tangible exploration of volumetric data by direct cut-plane projection. In Proceeding of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. ACM, New York, NY, 251-254.
abstract
Tangible User Interfaces are well-suited to handling three-dimensional data sets by direct manipulation of real objects in space, but current interfaces can make it difficult to look inside dense volumes of information. This paper presents the SoftSaw, a system that detects a virtual cut-plane projected by an outstretched hand or laser-line directly on an object or space and reveals sectional data on an adjacent display. By leaving the hands free and using a remote display, these techniques can be shared between multiple users and integrated into everyday practice. The SoftSaw has been prototyped for scientific visualizations in medicine, engineering and urban design. User evaluations suggest that using a hand is more intuitive while projected light is more precise than keyboard and mouse control, and the SoftSaw system has the potential to be used more effectively by novices and in groups.
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Hockenberry, M. and Bonanni, L. 2008. Renaissance panel: the roles of creative synthesis in innovation. In CHI '08 Extended Abstracts on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. ACM, New York, NY, 2237-2240.
abstract
The Renaissance ideal can be expressed as a creative synthesis between cultural disciplines, standing in stark contrast to our traditional focus on scientific specialization. This panel presents a number of experts
who approach the synthesis of art and science as the modus operandi for their work, using it as a tool for creativity, research, and practice. Understanding these
approaches allows us to identify the roles of synthesis in successful innovation and improve the implementation of interdisciplinary synthesis in research and practice.
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Bonanni, L., Parkes, A., and Ishii, H. 2008. Future craft: how digital media is transforming product design. In CHI '08 Extended Abstracts on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. ACM, New York, NY, 2553-2564.
abstract
The open and collective traditions of the interaction community have created new opportunities for product designers to engage in the social issues around industrial production. This paper introduces Future Craft, a design methodology which applies emerging digital tools and processes to product design toward new objects that are socially and environmentally sustainable. We present the results of teaching the Future Craft curriculum at the MIT Media Lab including principal themes of public, local and personal design, resources, assignments and student work. Novel ethnographic methods are discussed with relevance to informing the design of physical products. We aim to create a dialogue around these themes for the product design and HCI communities.
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Zigelbaum, J., Kumpf, A., Vazquez, A., and Ishii, H. 2008. Slurp: tangibility spatiality and an eyedropper. In CHI '08 Extended Abstracts on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. ACM, New York, NY, 2565-2574.
abstract
The value of tangibility for ubiquitous computing is in its simplicity-when faced with the question of how to grasp a digital object, why not just pick it up? But this is problematic; digital media is powerful due to its extreme mutability and is therefore resistant to the constraints of static physical form. We present Slurp, a tangible interface for locative media interactions in a ubiquitous computing environment. Based on the affordances of an eyedropper, Slurp provides haptic and visual feedback while extracting and injecting pointers to digital media between physical objects and displays.
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Jacob, R. J., Girouard, A., Hirshfield, L. M., Horn, M. S., Shaer, O., Solovey, E. T., and Zigelbaum, J. 2008. Reality-based interaction: a framework for post-WIMP interfaces. In Proceeding of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. ACM, New York, NY, 201-210.
abstract
We are in the midst of an explosion of emerging human-computer interaction techniques that redefine our understanding of both computers and interaction. We propose the notion of Reality-Based Interaction (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Based on this concept of RBI, we provide a framework that can be used to understand, compare, and relate current paths of recent HCI research as well as to analyze specific interaction designs. We believe that viewing interaction through the lens of RBI provides insights for design and uncovers gaps or opportunities for future research.
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Anabuki, M., Ishii, H. 2008. AR-Jig: A Handheld Tangible User Interface for 3D Digital Modeling. Transactions of the Virtual Reality Society of Japan, Special Issue on Mixed Reality 4 (Japanese Edition), Vol.13, No.2, 2008
abstract
AR-Jig: A Handheld Tangible User Interface for 3D Digital Modeling
Mahoro Anabuki*1 and Hiroshi Ishii*2
Abstract --- We introduce AR-Jig, a new handheld tangible user interface for 3D digital modeling
in Augmented Reality space. AR-Jig has a pin array that displays a 2D physical curve coincident
with a contour of a digitally-displayed 3D form. It supports physical interaction with a portion of
a 3D digital representation, allowing 3D forms to be directly touched and modified. This project
leaves the majority of the data in the digital domain but gives physicality to any portion of the
larger digital dataset via a handheld tool. Through informal evaluations, we demonstrate AR-Jig
would be useful for a design domain where manual modeling skills are critical.
Keywords: actuated interface, augmented reality, handheld tool, pin array display
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Ishii, H. 2008. Tangible bits: beyond pixels. In Proceedings of the 2nd international Conference on Tangible and Embedded interaction (Bonn, Germany, February 18 - 20, 2008). TEI '08. ACM, New York, NY, xv-xxv.
abstract
Tangible user interfaces (TUIs) provide physical form to digital information and computation, facilitating the direct
manipulation of bits. Our goal in TUI development is to empower collaboration, learning, and design by using
digital technology and at the same time taking advantage of
human abilities to grasp and manipulate physical objects
and materials. This paper discusses a model of TUI, key
properties, genres, applications, and summarizes the
contributions made by the Tangible Media Group and other
researchers since the publication of the first Tangible Bits
paper at CHI 1997. http://tangible.media.mit.edu/
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Parkes, A., Raffle, H., and Ishii, H. 2008. Topobo in the wild: longitudinal evaluations of educators appropriating a tangible interface. In Proceeding of the Twenty-Sixth Annual SIGCHI Conference on Human Factors in Computing Systems (Florence, Italy, April 05 - 10, 2008). CHI '08. ACM, New York, NY, 1129-1138.
abstract
What issues arise when designing and deploying tangibles for learning in long term evaluations? This paper reports on a series of studies in which the Topobo system, a 3D tangible construction kit with the ability to record and playback motion, was provided to educators and designers to use over extended periods of time in the context of their day-to-day work. Tangibles for learning - like all educational materials - must be evaluated in relation both to the student and the teacher, but most studies of tangibles for learning focus on the student as user. Here, we focus on the conception of the educator, and their use of the tangible interface in the absence of an inventor or HCI researcher. The results of this study identify design and pedagogical issues that arise in response to distribution of a tangible for learning in different educational environments.
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Vaucelle, C. The Everyday Collector. In Extended Abstracts of the 10th international Conference on Ubiquitous Computing (Seoul, Korea, September 21 - 24, 2008). UbiComp '08, vol. 344. ACM, New York, NY.
abstract
This paper presents the conceptualization of the Everyday Collector as a bridge between the traditional physical collection and the growing digital one. This work supports a reflection on the collection impulse and the impact that digital technologies have on the physical act of collection.
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Vaucelle, C., Ishii, H. and Paradiso,.J. Electromagnetic Field Detector Bracelet. In Extended Abstracts of the 10th international Conference on Ubiquitous Computing (Seoul, Korea, September 21 - 24, 2008). UbiComp '08, vol. 344. ACM, New York, NY.
abstract
We present the design of a cost-effective wearable sensor to detect and indicate the strength and other characteristics of the electric field emanating from a laptop display. Our bracelet can provide an immediate awareness of electric fields radiated from an object used frequently. Our technology thus supports awareness of ambient background emanation beyond human perception. We discuss how detection of such radiation might help to “fingerprint” devices and aid in applications that require determination of indoor location.
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