Ubiquitous Computing
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HCI, Music and Art: an Interview with Wendy Mackay Marcelo Wanderley, Wendy Mackay
HCI, Music and Art: An Interview with Wendy Mackay Marcelo Wanderley, Wendy Mackay To cite this version: Marcelo Wanderley, Wendy Mackay. HCI, Music and Art: An Interview with Wendy Mackay. Simon Holland; Tom Mudd; Katie Wilkie-McKenna; Andrew McPherson; Marcelo M. Wanderley. New Directions in Music and Human-Computer Interaction, Springer, pp.1-22, 2019, Springer Series on Cultural Computing, 978-3-319-92068-9. 10.1007/978-3-319-92069-6_7. hal-02426818 HAL Id: hal-02426818 https://hal.inria.fr/hal-02426818 Submitted on 7 Jan 2020 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Chapter 7 HCI, Music and Art: An Interview with Wendy Mackay Marcelo M. Wanderley and Wendy E. Mackay Abstract Wendy E. Mackay is a Research Director at Inria Saclay—Île-de-France where she founded and directs the ExSitu research group in Human-Computer Interaction. She is a former chair of CHI. Her research interests include multi- disciplinary, participatory design methods, tangible computing, interactive paper, and situated interaction. In this interview, Mackay discusses working with artists, designers and scientists to build tools for highly creative people to support exploration, execution and sparking ideas without the tools getting in their way. -
Digital Humans on the Big Screen
news Technology | DOI:10.1145/3403972 Don Monroe Digital Humans on the Big Screen Motion pictures are using new techniques in computer-generated imagery to create feature-length performances by convincingly “de-aged” actors. RTIFICIAL IMAGES HAVE been around almost as long as movies. As com- puting power has grown and digital photography Ahas become commonplace, special ef- fects have increasingly been created digitally, and have become much more realistic as a result. ACM’s Turing Award for 2019 to Patrick M. Hanrahan and Edwin E. Cat- mull reflected in part their contribu- tions to computer-generated imagery (CGI), notably at the pioneering anima- tion company Pixar. CGI is best known in science fic- tion or other fantastic settings, where audiences presumably already have suspended their disbelief. Similarly, exotic creatures can be compelling In Ang Lee’s 2019 action movie Gemini Man, Will Smith (right) is confronted by a younger when they display even primitive hu- clone of himself (left). This filmmakers went through a complicated process to “de-age” man facial expressions. Increasingly, Smith for the younger role. however, CGI is used to save money on time, extras, or sets in even mun- actors. Artificial intelligence also in- “In many ways it felt less about a visual dane scenes for dramatic movies. creasingly will augment the labor-inten- effect and more like we were creating a re- To represent principal characters, sive effects-generation process, allowing ality and aiming to work out exactly how however, filmmakers must contend filmmakers to tell new types of stories. the human face works, operates, but also with our fine-tuned sensitivity to facial how it ages over time,” added Stuart Ad- expressions. -
Project-Team IN-SITU
IN PARTNERSHIP WITH: CNRS Université Paris-Sud (Paris 11) Activity Report 2012 Project-Team IN-SITU Situated interaction IN COLLABORATION WITH: Laboratoire de recherche en informatique (LRI) RESEARCH CENTER Saclay - Île-de-France THEME Interaction and Visualization Table of contents 1. Members :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 1 2. Overall Objectives :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 1 2.1. Objectives 1 2.2. Research Themes2 2.3. Highlights of the Year3 3. Scientific Foundations :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::3 4. Application Domains ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::4 5. Software ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 4 5.1. jBricks 4 5.2. The Zoomable Visual Transformation Machine4 5.3. The SwingStates Toolkit6 5.4. The FlowStates Toolkit7 5.5. TouchStone 8 5.6. Metisse 9 5.7. Wmtrace 10 5.8. The Substance Middleware 10 5.9. Scotty 11 6. New Results ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 12 6.1. Interaction Techniques 12 6.2. Research Methods 18 6.3. Engineering of interactive systems 19 7. Partnerships and Cooperations ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 19 7.1. Regional Initiatives 19 7.2. National Initiatives 20 7.3. European Initiatives 20 7.4. International Initiatives 21 7.4.1. Inria Associate Teams 21 7.4.2. Participation In International Programs 21 7.5. International Research Visitors 21 7.5.1. Internships 21 7.5.2. Visits to International Teams 22 8. Dissemination ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: 22 8.1. Scientific Animation 22 8.1.1. Keynote addresses and Invited Lectures 22 8.1.2. Journal editorial board 23 8.1.3. Journal reviewing 23 8.1.4. Conference organization 23 8.1.5. Conference reviewing 24 8.1.6. Scientific associations 24 8.1.7. Evaluation committees and invited expertise 25 8.1.8. Awards 25 8.2. Teaching - Supervision - Juries 25 8.2.1. -
Prototyping Tools and Techniques
52 PROTOTYPING TOOLS AND TECHNIQUES Michel Beaudouin-Lafon Universite Paris—Sud Wendy Mackay Institut National de Recherche en Informatique et en Automatique (INRIA) Introduction 1007 What Is a Prototype? 1007 Prototypes As Design Artifacts 1007 Representation 1007 Michel Beaudouin-Lafon and Wendy Mackay (2003). Prototyping Tools And Techniques In: J. A. Jacko and A. Sears (Eds) The Human-Computer Interaction Handbook. © 2003 by Lawrence Erlbaum Associates. Prototyping Strategies 1013 Precision 1008 Rapid Prototypes 1014 Interactivity 1008 Offline Rapid Prototyping Techniques 1014 Evolution 1009 Online Rapid Prototyping Techniques 1017 Prototypes and the Design Process 1009 Iterative Prototypes 1021 User-Centered Design 1009 Software Tools 1022 Participatory Design 1010 Software Environments 1025 Exploring the Design Space 1010 Evolutionary Prototypes 1026 Expanding the Design Space: Generating Ideas 1011 Software Architectures 1026 Contracting the Design Space: Selecting Alternatives ... 101 iin 2 Design Patterns 1028 Summariny in 1029 References 1029 1006 52. Prototyping Tools and Techniques • 1007 Human-computer interaction (HCI) is a multidisciplinary INTRODUCTION field that combines elements of science, engineering, and design (Dykstra-Erickson, Mackay, & Arnowitz, 2001; Mackay & Fayard, "A good design is better than you think." 1997). Prototyping is primarily a design activity, although we use —RexHeftman, cited by Raskin, 2000, p. 143. software engineering to ensure that software prototypes evolve into technically sound working systems and we use scientific Design is about making choices. In many fields that require cre- methods to study the effectiveness of particular designs. ativity and engineering skill, such as architecture or automobile design, prototypes both inform the design process and help de- signers select the best solution. -
Phd, Human-Computer Interaction Date of Birth: 23/06/1992
Philip Tchernavskij B [email protected] Í tcher.tech Nationality: Danish PhD, Human-Computer Interaction Date of Birth: 23/06/1992 Publications Full papers 2020 Escaping the Prison of Style, PROGRAMMING 2020, with Antranig basman, https://tcher.tech/publications/CCS2020_EscapingThePrisonOfStyle. pdf. Workshop paper 2018 What Lies in the Path of the Revolution, PPIG 2018, with Antranig basman, http://www.ppig.org/library/paper/what-lies-path-revolution. Workshop paper 2018 An Anatomy of Interaction: Co-occurrences and Entanglements, PROGRAM- MING 2018, with Antranig Basman, Simon Bates, and Michel Beaudouin-Lafon, https://doi.org/10.1145/3191697.3214328. Peer-reviewed workshop paper 2017 Beyond Grids: Interactive Graphical Substrates to Structure Digital Layout, CHI 2017, with Nolwenn Maudet, Ghita Jalal, Michel Beaudouin-Lafon, and Wendy Mackay., https://doi.org/10.1145/3025453.3025718. Peer-reviewed conference paper 2017 What Can Software Learn From Hypermedia?, PROGRAMMING 2017, with Clemens Nylandsted Klokmose, and Michel Beaudouin-Lafon, https://doi.org/ 10.1145/3079368.3079408. Peer-reviewed workshop paper Short papers 2017 Substrates for Supporting Narrative in Tabletop Role-Playing Games, CHI Play 2017 (Augmented Tabletop Games workshop), with Andrew Webb. Position paper 2017 Decomposing Interactive Systems, CHI 2017 (HCI.Tools workshop). Position paper Critiques 2018 Critique of ‘Files as Directories: Some Thoughts on Accessing Structured Data Within Files’ (1), Salon des Refusés workshop at PROGRAMMING 2018, https://doi.org/10.1145/3191697.3214324. Critique 1/4 2017 Critique of ‘Tracing a Path for Externalization – Avatars and the GPII Nexus’, Salon des Refusés workshop at PROGRAMMING 2017. Critique Employment 2021–2023 Postdoctoral research fellow, Computer-Mediated Activity group, Aarhus (expected) University. -
Anhong Guo's Curriculum Vitae
Anhong Guo Curriculum Vitæ Bob and Betty Beyster Building 3741 https://guoanhong.com 2260 Hayward Street +1 (678) 899-3981 Ann Arbor, MI 48109 USA [email protected] Academic Positions 01/2021 – University of Michigan, Ann Arbor Assistant Professor, Computer Science and Engineering (EECS); School of Information (by courtesy) 09/2020 – Carnegie Mellon University 12/2020 Postdoctoral Fellow, Human-Computer Interaction Institute, School of Computer Science Education 08/2014 – Carnegie Mellon University 08/2020 Ph.D. in Human-Computer Interaction M.S. in Human-Computer Interaction Human-Computer Interaction Institute, School of Computer Science Thesis: Human-AI Systems for Visual Information Access Advisor: Jeffrey P. Bigham; Committee: Chris Harrison, Jodi Forlizzi, and Meredith Ringel Morris 08/2012 – Georgia Institute of Technology 05/2014 M.S. in Human-Computer Interaction School of Interactive Computing Thesis: BeyondTouch: Extending the Input Language with Built-in Sensors on Commodity Smartphones Advisor: Gregory Abowd 09/2008 – Beijing University of Posts and Telecommunications (BUPT) 06/2012 B.Eng. in Electronic Information Engineering School of Information and Communication Engineering Awards and Honors 2021 CHI 2021 Best Paper Honorable Mention [C.23] 2021 Forbes’ Top 30 Scientists Under 30 (‘30 Under 30’) 2020 ASSETS 2020 Best Paper Nominee [C.21] 2019 ASSETS 2019 Best Artifact Award [C.17] 2018 CMU Swartz Innovation Fellowship 2018 McGinnis Venture Capital Award 2017 Snap Inc. Research Fellowship 2017 W4A 2017 Paciello Group Accessibility Challenge Delegates Award [A.5] 2016 Qualcomm Innovation Fellowship Finalist 2016 MobileHCI 2016 Best Paper Honorable Mention [C.8] 2014 ISWC 2014 Best Paper Honorable Mention [C.1] Peer-Reviewed Conference and Journal Papers Anhong Guo — curriculum vitæ, page 1 [C.24] Solon Barocas, Anhong Guo, Ece Kamar, Jacquelyn Krones, Meredith Ringel Morris, Jennifer Wortman Vaughan, Duncan Wadsworth, Hanna Wallach. -
University of Dundee Rigor, Relevance and Impact Liu
University of Dundee Rigor, Relevance and Impact Liu, Can; Costanza, Enrico; Mackay, Wendy; Alavi, Hamed S.; Zhai, Shumin; Moncur, Wendy Published in: CHI EA 2019 - Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems DOI: 10.1145/3290607.3311744 Publication date: 2019 Document Version Peer reviewed version Link to publication in Discovery Research Portal Citation for published version (APA): Liu, C., Costanza, E., Mackay, W., Alavi, H. S., Zhai, S., & Moncur, W. (2019). Rigor, Relevance and Impact: The Tensions and Trade-Offs Between Research in the Lab and in the Wild. In CHI EA 2019 - Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems (Conference on Human Factors in Computing Systems - Proceedings). New York: Association for Computing Machinery (ACM). https://doi.org/10.1145/3290607.3311744 General rights Copyright and moral rights for the publications made accessible in Discovery Research Portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from Discovery Research Portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain. • You may freely distribute the URL identifying the publication in the public portal. Take down policy If you believe that this document breaches copyright please contact us providing details, and we will remove access to the work immediately and investigate your claim. -
Virtual Video Editing in Interactive Multimedia Applications
SPECIAL SECTION Edward A. Fox Guest Editor Virtual Video Editing in Interactive Multimedia Applications Drawing examples from four interrelated sets of multimedia tools and applications under development at MIT, the authors examine the role of digitized video in the areas of entertainment, learning, research, and communication. Wendy E. Mackay and Glorianna Davenport Early experiments in interactive video included surro- video data format might affect these kinds of informa- gate travel, trainin);, electronic books, point-of-purchase tion environments in the future. sales, and arcade g;tme scenarios. Granularity, inter- ruptability, and lixrited look ahead were quickly identi- ANALOG VIDEO EDITING fied as generic attributes of the medium [l]. Most early One of the most salient aspects of interactive video applications restric:ed the user’s interaction with the applications is the ability of the programmer or the video to traveling along paths predetermined by the viewer to reconfigure [lo] video playback, preferably author of the program. Recent work has favored a more in real time. The user must be able to order video constructivist approach, increasing the level of interac- sequences and the system must be able to remember tivity ‘by allowing L.sers to build, annotate, and modify and display them, even if they are not physically adja- their own environnlents. cent to each other. It is useful to briefly review the Tod.ay’s multitasl:ing workstations can digitize and process of traditional analog video editing in order to display video in reel-time in one or more windows on understand both its influence on computer-based video the screen. -
Learn from the Present, Design for the Future
Master 2 in Human Computer Interaction and Design Learn from the present, design for the future: A user-centered approach to inspire the design of video prototyping tool Supervisor: Author: Germ´an LEIVA Linghua LAI Wendy MACKAY Hosting lab/enterprise: ExSitu March 1st { August 31st Secr´etariat- tel: 01 69 15 66 36 Fax: 01 69 15 42 72 email: [email protected] Contents Contentsi 1 Introduction1 2 Related Work3 3 Preliminary Study8 3.1 Preliminary Questionnaire........................ 8 3.2 Informal Observation........................... 10 4 Early Design 13 4.1 Ideation .................................. 13 4.2 First Iteration............................... 13 5 Structured Observation 18 5.1 Study Design ............................... 18 5.2 Result ................................... 20 6 Final Design 26 7 Conclusion and perspectives 29 A Appendix 32 A.1 Brainstorm session ideas......................... 32 A.2 Brainstorm directions........................... 33 A.3 Preliminary Questionnaire........................ 33 A.4 Preliminary Questionnaire Result.................... 40 A.5 Structured Observation Questionnaire.................. 54 A.6 Structured Observation Coding ..................... 59 A.7 Structured Observation Questionnaire Result.............. 61 Bibliography 68 i Summary Video is a powerful medium to capture and convey information about user interactions with the designed systems. Using videos to prototype allows HCI researchers to rapidly explore the design of interactive system including its interaction and context of use. According to my preliminary study with HCI researchers, students and professional interaction designers, the amounts of resources and time required for video capturing and editing are the main obstacles to do video prototyping. While the use of video prototypes can be found throughout academia and industry, i found few works that address these obstacles. -
Gesture in Automatic Discourse Processing Jacob Eisenstein
Gesture in Automatic Discourse Processing by Jacob Eisenstein Submitted to the Department of Electrical Engineering and Computer Science in partial fulfillment of the requirements for the degree of Doctor of Philosophy at the MASSACHUSETTS INSTITUTE OF TECHNOLOGY May 2008 c Massachusetts Institute of Technology 2008. All rights reserved. Author.............................................................. Department of Electrical Engineering and Computer Science May 2, 2008 Certified by. Regina Barzilay Associate Professor Thesis Supervisor Certified by. Randall Davis Professor Thesis Supervisor Accepted by......................................................... Terry P. Orlando Chairman, Department Committee on Graduate Students 2 Gesture in Automatic Discourse Processing by Jacob Eisenstein Submitted to the Department of Electrical Engineering and Computer Science on May 2, 2008, in partial fulfillment of the requirements for the degree of Doctor of Philosophy Abstract Computers cannot fully understand spoken language without access to the wide range of modalities that accompany speech. This thesis addresses the particularly expressive modality of hand gesture, and focuses on building structured statistical models at the intersection of speech, vision, and meaning. My approach is distinguished in two key respects. First, gestural patterns are leveraged to discover parallel structures in the meaning of the associated speech. This differs from prior work that attempted to interpret individual gestures directly, an approach that was prone to a lack of generality across speakers. Second, I present novel, structured statistical models for multimodal language processing, which enable learning about gesture in its linguistic context, rather than in the abstract. These ideas find successful application in a variety of language processing tasks: resolving ambiguous noun phrases, segmenting speech into topics, and producing keyframe summaries of spoken language. -
Curriculum Vitae
Sunyoung Kim | Curriculum Vitae Assistant Professor Department of Library & Information Science School of Communication & Information Rutgers University, the State University of New Jersey [email protected] http://comminfo.rutgers.edu/~sk1897 RESEARCH INTERESTS Human-Computer Interaction, Ubiquitous computing, Technology for Health care, Everyday wellbeing & Environmental sustainability Application areas: Chronic healthcare, Everyday health and wellbeing, Healthy aging, Citizen science, Technology empowerment, Environmental sustainability, Environmental protection, Community wellbeing EDUCATION AND PROFESSIONAL PREPARATION 2014-2016 Postdoctoral fellow, Center for Research on Computation and Society John A. Paulson School of Engineering and Applied Sciences Harvard University, Cambridge, MA, USA Advisors: Krzysztof Z. Gajos & Barbara J. Grosz 2014 Ph.D. in Human-Computer Interaction Human-Computer Interaction Institute, School of Computing Carnegie Mellon University, Pittsburgh, PA, USA Committee: Eric Paulos (co-chair), Jennifer Mankoff (co-chair), Niki Kittur, Jason Ellis Thesis: “SENSR: a flexible framework for authoring mobile data-collection tools for citizen science” (C.8, C.10) 2008 M.S. in Human-Computer Interaction School of Computing Georgia Institute of Technology, Atlanta, GA, USA Advisor: Gregory Abowd Thesis: “Are you sleeping?: sharing portrayed sleeping status within a social network” (C.1) 2000 B.S. in Architecture & Housing and Interior Design Yonsei University, Seoul, Korea PROFESSIONAL EXPERIENCES 2016 - present -
Sauvik Das, Ph.D. — Curriculum Vitae | @Scyrusk on Twitter | [email protected]
Updated: 7/28/21 Sauvik Das, Ph.D. — Curriculum Vitae https://sauvik.me | @scyrusk on Twitter | [email protected] Professional appointment Georgia Institute of Technology Assistant Professor January 2018—Present School of Interactive Computing On partial leave for 2021 Selected Honors and Awards NSA Best Scientific Cybersecurity Paper Award – Honorable Mention [P8] UbiComp Best Paper [P5] SOUPS Distinguished Paper Award [P21] CHI Best Paper Honorable Mention x3 [P21, P15, P12] Most Innovative Video Nomination, AAAI Video Competition [DV1] NSF EAPSI Fellowship (2016) Qualcomm Innovation Fellowship (2014) National Defense Science and Engineering Graduate Fellowship (2012-15) Stu Card Graduate Fellowship (2011-12) CMU CyLab CUPS Doctoral Training Program Fellowship (2011-13) Grants & Competitive Gifts 2021 NSF PI Collaborative Research: SaTC: CORE: Medium: Privacy Through Design: A Design $1,199,651 Methodology to Promote the Creation of Privacy-Conscious Consumer AI *($669,163) (w/ Jodi Forlizzi, CMU) 2020 NSF PI SaTC: CORE: Small: Corporeal Cybersecurity: Improving End-User Security and $499,892 Privacy with Physicalized Computing Interfaces (w/ Gregory Abowd, Georgia Tech & Northeastern University) 2019 Facebook PI Explainable Ads: Improving Ad Targeting Transparency with Explainable AI $50,000 (sole PI) 2018 NSF PI CRII: SaTC: Systems That Facilitate Cooperation and Stewardship to Improve $175,000 End-User Security Behaviors (sole PI) * indicates portion specifically allocated to Das where applicable Academic Training & Education Carnegie Mellon University, 2011-2017 Updated: 7/28/21 M.S. / Ph.D. in Human-Computer Interaction Advisers: Dr. Jason I. Hong and Dr. Laura A. Dabbish Committee: Dr. Jeffrey P. Bigham (CMU) and Dr. J.D. Tygar (UC Berkeley) University of Tokyo, 2016 Visiting Student Researcher (as part of NSF EAPSI Grant) Adviser: Dr.