This year's
theme is:
Extreme and Radical User Interfaces
Exploring New Interaction Paradigms
Here is the schedule:
8:15 - 9:00
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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
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Karon MacLean - Ubiquituous haptics
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| 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
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 Entertainment
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
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
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 Haptics
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, Stanford
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.
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