To offset sedentary lifestyles, physical activity is widely promoted in the workplace. In this pa... more To offset sedentary lifestyles, physical activity is widely promoted in the workplace. In this paper, we present HealthQuest, a mixed reality system to motivate employees’ physical activity. HealthQuest leverages a company facility’s existing physical infrastructure augmented with distributed kiosks. Users engage in wellness learning quests by walking from kiosk to kiosk in the environment. The system assists in achieving company health promotion goals.
The Penan people of Malaysian Borneo were traditionally nomads of the rainforest. They would leav... more The Penan people of Malaysian Borneo were traditionally nomads of the rainforest. They would leave messages in the jungle for each other by shaping natural objects into language tokens and arranging these symbols in specific ways – much like words in a sentence. With settlement, the language is being lost as it is not being used by the younger generation. We report here, a tangible system designed to help the Penans preserve their unique object writing language. The key features of the system are that: the tangibles are made of real objects; it works in the wild; and new tangibles can be fabricated and added to the system by the users. Our evaluations show that the system is engaging and encourages intergenerational knowledge transfer, thus has the potential to help preserve this language.
User Experience in the Physical and Human Environment, in HCI International 2011, 2011
There is growing interest in user experience studies in Human Computer Interaction (HCI) and Inte... more There is growing interest in user experience studies in Human Computer Interaction (HCI) and Interaction Design. Many researchers focus on designing technology to enhance user experience, specifically for engagement, joy, and collaboration. In order to explore user engagement, we developed three different WiiArts applications: Illumination, RippleCast, and ChromaFlow. We performed data analysis based on the video data collected from three different art exhibitions in three different countries: the USA, Germany, and South Korea. In this paper, we present the results of our observations that identified users’ engagement time, the number of people in a drawing collaboration session, and their drawing patterns. Then, we discuss the design implications for user engagement in terms of interactivity, collaboration, and creation. We conclude that both situated interaction and collaborative creation should be considered for designing technology for enhancing user engagement.
Dancing on the Desktop is a gesture-based modeling system. In this prototype, two interactive dis... more Dancing on the Desktop is a gesture-based modeling system. In this prototype, two interactive display screens are projected on the top of a desk and the wall behind it to show the plan and perspective views of an architectural model, respectively. A depth camera detects gestural interactions between these two displays to create an immersive gestural interaction space to manipulate the model. Additionally, visual images and text are projected on the user’s hands to provide different types of feedback about gestural interactions. We argue that Dancing on the Desktop helps users develop an embodied understanding of the spatial and volumetric properties of virtual objects. In this paper, we will review related gestural prototypes and examine their shortcomings. Then, we will introduce distributed cognition and describe how it helped our system address the shortcomings of typical gestural prototypes. Next, we will describe the implementation details and explain each type of gestural interaction in detail. Finally, we will discuss our preliminary tests and conclusions.
In a piano lesson, a student often imitates the teacher--s playing in terms of speed, dynamics, a... more In a piano lesson, a student often imitates the teacher--s playing in terms of speed, dynamics, and fingering. While this learning model leverages one's visual and even audial perception for emulation, it still lacks an important component of piano playing -- the tactile sensation. We seek to convey the tactile sensations of the teacher's keystrokes and then signal the student's corresponding fingers. We implemented an instrumented fingerless glove called Tactile Teacher to detect finger taps on hard surfaces. Since finger taps generate acoustic signals and cause vibrations, we embedded three vibration sensors on the glove and use machine learning algorithms to analyze the data from the sensors. After a brief training procedure, this prototype can accurately identify single finger tap in a very good performance at above 89% accuracy, and two finger taps resulted in accuracy around 85%.
Abstract This paper investigate how,diagrams can be used as indices and queries in a case based f... more Abstract This paper investigate how,diagrams can be used as indices and queries in a case based functional design environment. Case bases for functional design need diagramming support for two reasons: First, most designers prefer to sketch early design ideas with a pen. They sketch diagrams to explore possible adaptations of old cases to current design tasks. Second, functional design tasks that deal with layout configuration such as arranging,pipes and wires for building facilities often benefit from previous successful or failure cases. Therefore, we are developing an interactive tool called the Electronic Cocktail Napkin to enable designers to index, access, and adapt case knowledge,for design using diagrams. The Napkin program,has links to a case based design aid Archie to support reasoning with diagrams for case retrieval.
To offset sedentary lifestyles, physical activity is widely promoted in the workplace. In this pa... more To offset sedentary lifestyles, physical activity is widely promoted in the workplace. In this paper, we present HealthQuest, a mixed reality system to motivate employees’ physical activity. HealthQuest leverages a company facility’s existing physical infrastructure augmented with distributed kiosks. Users engage in wellness learning quests by walking from kiosk to kiosk in the environment. The system assists in achieving company health promotion goals.
The Penan people of Malaysian Borneo were traditionally nomads of the rainforest. They would leav... more The Penan people of Malaysian Borneo were traditionally nomads of the rainforest. They would leave messages in the jungle for each other by shaping natural objects into language tokens and arranging these symbols in specific ways – much like words in a sentence. With settlement, the language is being lost as it is not being used by the younger generation. We report here, a tangible system designed to help the Penans preserve their unique object writing language. The key features of the system are that: the tangibles are made of real objects; it works in the wild; and new tangibles can be fabricated and added to the system by the users. Our evaluations show that the system is engaging and encourages intergenerational knowledge transfer, thus has the potential to help preserve this language.
User Experience in the Physical and Human Environment, in HCI International 2011, 2011
There is growing interest in user experience studies in Human Computer Interaction (HCI) and Inte... more There is growing interest in user experience studies in Human Computer Interaction (HCI) and Interaction Design. Many researchers focus on designing technology to enhance user experience, specifically for engagement, joy, and collaboration. In order to explore user engagement, we developed three different WiiArts applications: Illumination, RippleCast, and ChromaFlow. We performed data analysis based on the video data collected from three different art exhibitions in three different countries: the USA, Germany, and South Korea. In this paper, we present the results of our observations that identified users’ engagement time, the number of people in a drawing collaboration session, and their drawing patterns. Then, we discuss the design implications for user engagement in terms of interactivity, collaboration, and creation. We conclude that both situated interaction and collaborative creation should be considered for designing technology for enhancing user engagement.
Dancing on the Desktop is a gesture-based modeling system. In this prototype, two interactive dis... more Dancing on the Desktop is a gesture-based modeling system. In this prototype, two interactive display screens are projected on the top of a desk and the wall behind it to show the plan and perspective views of an architectural model, respectively. A depth camera detects gestural interactions between these two displays to create an immersive gestural interaction space to manipulate the model. Additionally, visual images and text are projected on the user’s hands to provide different types of feedback about gestural interactions. We argue that Dancing on the Desktop helps users develop an embodied understanding of the spatial and volumetric properties of virtual objects. In this paper, we will review related gestural prototypes and examine their shortcomings. Then, we will introduce distributed cognition and describe how it helped our system address the shortcomings of typical gestural prototypes. Next, we will describe the implementation details and explain each type of gestural interaction in detail. Finally, we will discuss our preliminary tests and conclusions.
In a piano lesson, a student often imitates the teacher--s playing in terms of speed, dynamics, a... more In a piano lesson, a student often imitates the teacher--s playing in terms of speed, dynamics, and fingering. While this learning model leverages one's visual and even audial perception for emulation, it still lacks an important component of piano playing -- the tactile sensation. We seek to convey the tactile sensations of the teacher's keystrokes and then signal the student's corresponding fingers. We implemented an instrumented fingerless glove called Tactile Teacher to detect finger taps on hard surfaces. Since finger taps generate acoustic signals and cause vibrations, we embedded three vibration sensors on the glove and use machine learning algorithms to analyze the data from the sensors. After a brief training procedure, this prototype can accurately identify single finger tap in a very good performance at above 89% accuracy, and two finger taps resulted in accuracy around 85%.
Abstract This paper investigate how,diagrams can be used as indices and queries in a case based f... more Abstract This paper investigate how,diagrams can be used as indices and queries in a case based functional design environment. Case bases for functional design need diagramming support for two reasons: First, most designers prefer to sketch early design ideas with a pen. They sketch diagrams to explore possible adaptations of old cases to current design tasks. Second, functional design tasks that deal with layout configuration such as arranging,pipes and wires for building facilities often benefit from previous successful or failure cases. Therefore, we are developing an interactive tool called the Electronic Cocktail Napkin to enable designers to index, access, and adapt case knowledge,for design using diagrams. The Napkin program,has links to a case based design aid Archie to support reasoning with diagrams for case retrieval.
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