IBM
Skip to main content
 
Search IBM Research
     Home  |  Products & services  |  Support & downloads  |  My account
 Select a country
 IBM Research Home
 IBM Almaden Home
 Almaden Visitor Information
NPUC 2002
NPUC Program
NPUC Registration
Feedback

 
 


IBM Almaden Research - NPUC 2002
This year's theme is:
Extreme and Radical User Interfaces
Exploring New Interaction Paradigms

Here is the schedule:

8:15 - 9:00  
Registration and coffee, latte, mocha..
9:00 - 9:30   Dan Russell - Introduction
9:30 - 10:15   Rich Gold - Desire in content
10:15 - 10:45   (Demo) Attract Mode
10:45 - 11:00   Break
11:00 - 11:45   Richard Marks - Video interfaces to games
11:45 - 12:30   Tina Blaine (bean) - New interfaces for musical experience
12:30 - 1:45   Lunch
1:45 - 2:15   Demo time
2:15 - 3:00   Kevin Wheeler - Myoelectric interfaces sensory extension
3:00 - 3:45  
Karon MacLean - Ubiquituous haptics
3:45 - 4:00   Break
4:00 - 4:45  
Terry Winograd - Interactive Workspaces: Technologies and Interactions
4:45   Reception

We also have the following people scheduled to demo their radical interfaces

  • Sony -- vision-based interaction techniques
  • LC Technologies -- eye-gaze tracking technology
  • ATOMIK -- fast input method for small devices
  • InfoScope -- point, shoot, translate from language 1 to language 2
  • Jessica Bayliss (RIT) -- brain/computer interfaces
  • PointForward -- new techniques for wireless / always connected devices
  • Jan Borchers (Stanford) -- iRoom work

Come join 125 of your favorite colleagues from the Silicon Valley CHI community at NPUC 2002. If you have questions, send email to npuc@almaden.ibm.com.


Rich Gold
The Red Shift
Desire in Context

Picture of Rich Gold Engineers  often conceive of their work as solving problems usually by reorganizing the physical world, or in the case of computer science, by writing a program that alters a receptive machine. The literature is replete with methods for finding such solutions along with metrics for their efficiency, economy and completeness. But what exactly is the definition of a problem the supposed target of all this activity? Where do problems come from, what is their nature and is there a way of understanding them that will positively impact, not only what we consider a worthy solution, but what we consider good engineering? In this talk I will propose the definition for a problem as a desire in a context and look at the process of engineering through this useful, if slightly flawed, lens. One difficulty in this definition lies here: while most engineers are comfortable with the idea of context, desire is usually relegated to the domain of the designer. This broader definition, desire in context, conflates what are often treated as two distinct cultures.

Biography

Rich Gold is an engineer, artist, designer, writer and cartoonist who brings together ideas and methodologies from different disciplines to create stuff for people to enjoy. He was a co-founder of the League of Automatic Music Composers, the first network computer music band (1975). He invented the award winning Little Computer People program (Activision, 1984) which was the first artificially intelligent human you could buy. At Mattel Toys he managed the PowerGlove home VR project (1989) and designed many other interactive toys. For ten years he was a researcher at Xerox PARC (1991 2001) on the Ubiquitous Computing Project. He also set up and managed the PARC Artist in Residence Program (PAIR) and the Research in Experimental Documents (RED) Group which combined art, science, design and engineering to create Evocative Knowledge Objects. He currently is consultant working on the future of reading and knowledge exchange.

 

Richard Marks
Manager R&D Special Projects, Sony
Video Interfaces for EntertainmentPicture of Richard Marks

Natural, versatile man-machine interfaces can be created by processing live video input from a digital camera.  Movements of either the user or simple hand-held props drive an engaging entertainment experience. The greatest level of interactivity can be produced by mixing live video of the user with computer-generated graphics. The low cost of digital cameras and processors has recently made such computer vision interfaces viable, even for a cost-sensitive market such as console gaming. 

Biography

Richard Marks was an Avionics major at MIT before getting his PhD at Stanford in the area of visual sensing for underwater robotics. He then joined Teleos Research, a computer vision start-up that was later acquired by Autodesk. He departed and consulted for a year, before the unveiling of the PlayStation2 hardware inspired him to join PlayStation R&D. His research focus has been studying real-time video input to the PS2, and he now manages R&D Special Projects, which includes Man-Machine Interfaces and Physical Simulation.


Tina Blaine (Bean)
Visiting Scholar and Adjunt Faculty
Carnegie Mellon University's Entertainment Technology Center and Human Computer Interaction Institute
New Interfaces for Musical Expression

Picture of Tina Blaine The rapid development of musical interfaces and controller devices is extending far beyond the traditional relationship between instrument design and musical performance. By taking advantage of emerging technologies that collect sensory data, performers are able to explore the correlation between human gesture and sound, allowing unprecedented freedom for experimentation with musical interaction, sound design and physical movement.  As novel musical interfaces increasingly find their way into entertainment and gaming applications, designers face a conflicting array of choices in balancing ease of use issues with the creation of engaging experiences for players. This talk will give an overview of several unique interfaces, including Blaine's next-generation Jam-O-Drum developed at CMU, presented at the New Interfaces for Musical Expression Conference, and considers the impact of these technologies on musical composition, performance and multi-player collaboration.

Biography

Tina Blaine (aka Bean) is a visiting scholar and adjunct faculty member at Carnegie Mellon University's Entertainment Technology Center and Human Computer Interaction Institute, exploring new interface designs for collaborative musical games and interactive media. Inspired by global traditions and spontaneous music, Blaine has explored musical interaction starting in the 80's building electronic MIDI controller instruments and large-scale audience participation devices with the multimedia ensemble D'CuCKOO.  As a musical interactivist at Interval Research, she led a development team in the creation of a collaborative audiovisual instrument known as the Jam-O-Drum, now on permanent exhibit at the Experience Music Project in Seattle. Blaine's work has been featured at SIGGRAPH's Emerging Technologies, Design of Interactive Systems (DIS), Zeum's Youth Art and Technology Center in San Francisco, and is currently en route to Ars Electronica.  In 2001, she co-organized the first CHI workshop called "New Interfaces for Musical Expression" which has since become an International Conference on Musical Interfaces. Blaine serves on CCAC's Media Design and Advisory Board and was recently selected for Richard Saul Wurman's 2002 publication, Who's Really Who: 1000 Most Creative Individuals in the USA.  An energetic composer and multi-instrumentalist, Blaine has written music for NPR, video games, TV and documentary soundtracks, and currently performs with RhythMix, Pandemonaeon and Bogo.  She has also recorded with Brian Eno, Mickey Hart, Haunted by Waters, D'CuCKOO, Tracy Blackman and others lured by the muse.


Kevin Wheeler
Group Lead, NASA Ames
Bioelectric Joysticks and Keyboard Photo of Kevin Wheeler

This talk will discuss the on-going efforts of the Extension of the Human Senses group at NASA Ames Research Center.  These efforts are using Electromyogram (EMG) and Electroencephalogram (EEG) data for real-time control of devices.  In particular we have demonstrated the use of EMG as a substitute for computer joysticks and keyboards. Several application areas will be discussed for these new virtual devices.  A short video will be shown of earlier results.

Biography

Kevin Wheeler received his B.S. and M.S. degrees in Electrical Engineering from the University of New Hampshire, and his Ph.D. in wavelet based signal processing for machine learning at the University of Cincinnati. Before joining NASA Kevin worked at IBM Almaden Research Center on automating mining information from web pages.   He has been at NASA Ames research center for five years and is currently the group lead of the Extension of the Human Senses group.  His main research interests include non-stationary time-series pattern recognition through the use of hidden Markov models, particle filters, neural networks, and bayesian methods.


Karon MacLean
Assistant Professor, Dept. of Computer Science
University of British Columbia
Ubiquitous HapticsPicture of Karon MacLean

Haptic interfaces have become familiar to many of us as desktop robots for  interacting with 3D graphical environments; or as research and medical  tools such as laparoscopic simulators and force feedback systems for  undersea teleoperators. In the consumer domain, they've appeared as gaming  joysticks and vibrotactile mice that let us feel a direct representation  of the airplane we're flying or the GUI we're navigating.

I will describe a different view of how touch displays can enter our daily  lives, departing from current common practice in two major respects:  abstract interaction and embedding. The applications mentioned above are based on interaction with a literally rendered virtual or remote environment: you feel and manipulate the 3D model you're looking at, the tissue you're cutting, the gun you're shooting. Instead, we can place an abstract physical model of a virtual process between the user's hand and the computer program, providing haptic access through physical metaphor to an almost unlimited range of targets.  And  instead of using your force feedback display at your desk, you encounter simple, customized, low-cost devices sprinkled throughout the world  wherever there is a microcomputer with which you need to communicate. Because of their wide applicability, I believe these concepts represent the path to mainstream adoption of haptic feedback.

Biography

Karon MacLean received a B.S. in Biological Sciences and Mechanical Engineering from Stanford (1986) and an M.S (1988) in Mechanical Engineering from MIT, and then worked at the Center for Engineering Design in the University of Utah (now Sarcos Research), designing control and programming strategies for anthropometric robots.

While the haptic sense had been overlooked for computer interaction, there was a new idea of building a small robot that, by displaying programmed forces to a user holding its end-effector, could convey to the user the feel of a "virtual environment". In 1990 MacLean returned to MIT for her Ph.D., built a haptic display for rapid prototyping of real mechanical interfaces like automobile cockpits and used it in psychophysics experiments. In the process she saw the potential for augmenting simple embedded user interfaces with haptic feedback displayed through inexpensive but high-performance and highly customized "active handles", or embedded haptics.

This vision took her to the former Interval Research Corp. in Palo Alto, California in 1996, where she worked with a team of engineers, musicians, videographers and interaction designers to create physical interfaces in novel consumer applications. The group's application-focused research produced expressive interaction techniques, high performance software architectures and control models; it also flushed out new issues of portability, power consumption, application specificity and tactile language that comprise the heart of her current research.

MacLean joined UBC's Department of Computer Science in 2000, where a rapidly growing HCI group unite robotics with sensory and cognitive psychology for the goal of mass deployment of haptic interaction.


Terry Winograd
Professor, StanfordPicture of Terry Winograd University
Interactive workspaces: technologies and interactions.

The spaces in which people work together today are an uneasy mixture of digital and physical.  Technologies such as whiteboards, flip charts, tack boards and Postits provide quick, informal, ready-to-hand interactions that interleave well with multi-person conversation.  Computers are used for formal one-to-many presentations (the ubiquitous PowerPoint) and isolated activity (taking notes on your laptop, or reading your email when things get boring).  In an Interactive Workspace we bridge this gap by providing a variety of tools for dynamic shared activity spanning multiple computers, from large dedicated wall screens to interlinked laptops and PDAs.  I will describe our experiments over the past few years in creating interactive shared environments and the lessons we have learned from working with them.

Biography

Terry Winograd is Professor of Computer Science at Stanford University, where he directs the Interactivity Laboratory   and the teaching and research program in Human-Computer Interaction Design   He is one of the principal investigators in the Stanford Digital Libraries project, and the Interactive Workspaces Project.

His early research on natural language understanding by computers (SHRDLU) was the basis for two books and numerous articles.   Understanding Computers and Cognition: A New Foundation for Design (Addison-Wesley, 1987, co-authored with Fernando Flores), took a critical look at work in artificial intelligence and suggested new directions for the integration of computer systems into human activity.  He co-edited a volume on usability with Paul Adler, (Usability: Turning Technologies into Tools, Oxford, 1992) and edited  Bringing Design to Software (Addison-Wesley, 1996).

Winograd was a founder of Action Technologies, a developer of workflow software, and was a founding member of Computer Professionals for Social Responsibility, of which he is a past national president.  He is on the editorial board of several journals, including Human-Computer Interaction, Personal Technologies, and Information Technology, and People. He is currently on a sabbatical with the user interaction group at Google, Inc.

 

  About IBM  |  Privacy  |  Legal  |  Contact