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n <strong>CHI</strong> <strong>2012</strong> INTERACTIVITY | COMMONS (EXHIBIT HALL 4)<br />

INTERACTIVITY - EXPLORATIONS AND RESEARCH<br />

Interactivity is your chance to fully engage at a personal level by<br />

touching, squeezing, hearing or even smelling interactive visions<br />

<strong>for</strong> the future: they come as prototypes, demos, artworks, design<br />

experiences as well as inspirational technologies. Interactivity is<br />

also an alternative to the traditional textual <strong>for</strong>mat at <strong>CHI</strong> to<br />

disseminate advancements in the field. Interactivity promotes and<br />

provokes discussion about the role of technology by actively<br />

engaging attendees one-by-one.<br />

There are two types of Interactivity exhibits at <strong>CHI</strong> this year:<br />

Interactivity Explorations exhibits present cultural applications and<br />

explorations of future technologies. This is an opportunity to<br />

experience digital art and interactive experiences that ask questions,<br />

inspire reflection, and engage your intellect and imagination.<br />

Interactivity Research exhibits present an exciting collection of<br />

hands-on research demonstrations and prototypes. This is an<br />

opportunity to experience new interaction techniques, systems,<br />

and early concepts.<br />

Some of the interactivity exhibits (Limited Time Collection -<br />

identified on the Commons Map) are only available on Tuesday<br />

afternoon from 15:50 to 19:00, during the Interactivity Highlight,<br />

and again on Wednesday during the lunch break. These presenters<br />

will be stationed at their exhibits throughout these times.<br />

The rest of the exhibits (Permanent Collection - identified on the<br />

Commons Map) are available from the Monday evening reception<br />

through the Thursday morning break. These presenters will be<br />

stationed at their exhibits at various times from Monday through<br />

Thursday (see the detail in the schedule below). The Permanent<br />

Collection will remain open throughout the conference, including<br />

when presenters are not present, as many of these exhibits can still<br />

be experienced by attendees without author support or guidance.<br />

Monday<br />

18:00-20:00 Permanent Collection open<br />

Presenters present entire time<br />

Tuesday<br />

10:50 - 19:00 Permanent Collection open<br />

Presenters present from 15:50-19:00<br />

15:50 - 19:00 Limited Time Collection open<br />

Presenters present 15:50 - 19:00 (entire time)<br />

Wednesday<br />

10:50 - 19:00 Permanent Collection open<br />

Presenters present from 10:50 - 11:30, 12:50 - 14:30,<br />

15:50 - 16:30 (during breaks)<br />

Thursday<br />

12:50 - 14:30 Limited Time Collection open<br />

All presenters present<br />

10:50 - 11:30 Permanent Collection open<br />

Presenters present 10:50 - 11:30<br />

Closed at 11:30<br />

n INTERACTIVITY - EXPLORATIONS<br />

Interactivity<br />

Murmur Study i300<br />

Christopher Baker, School of the Art Institute of Chicago, USA<br />

Murmur Study is an art installation that examines the rise of micromessaging<br />

technologies such as Twitter and Facebook’s status<br />

updates. One might describe these messages as a type of digital<br />

small talk. But unlike face to face conversations, these fleeting<br />

thoughts are accumulated, archived and digitally indexed by<br />

corporations, governments and research institutions. While the<br />

long-term impact of these archives remains to be seen, the sheer<br />

volume of publicly accessible, personal, and often emotional<br />

expressions should give us pause.<br />

HWD Corporation - A Collection of 100 Re-wired<br />

Joysticks from the Last 30 Years of Gaming Culture i301<br />

Roger Ibars, Microsoft Research Asia, China<br />

HWD (Hard-wired devices) Corporation is a collection of 100<br />

electronic devices, each consisting of a travel alarm clock<br />

connected to a different game controller selected from the last 30<br />

years of gaming culture. For each device a new interaction has<br />

been crafted by hard-wiring the functions of the alarm clock onto<br />

the digital switches of the controller. As a result, the basic<br />

functionalities of the alarm clock – set up time, set up alarm, light<br />

on and off, alarm off - can be controlled with the joysticks. This<br />

project is a journey through the history of game controllers, to<br />

celebrate both its revolutionary successes and remarkable failures.<br />

Artistic Robot Please Smile i302<br />

Hye Yeon Nam, Changhyun Choi, Georgia Tech, USA<br />

This installation explains how people interpret artistic robots as<br />

more than mere machines in the theory of intentionality and<br />

introduces the implementation of the artistic robot, Please Smile,<br />

which consists of a series of robotic skeleton arms that gesture in<br />

response to a viewer’s facial expressions.<br />

MelodicBrush: A Cross-Modal Link between Ancient<br />

and Digital Art Forms i303<br />

Michael Xuelin Huang, Will W. W. Tang, Kenneth W.K. Lo,<br />

C. K. Lau, Grace Ngai, Stephen Chan, The Hong Kong<br />

Polytechnic University, Hong Kong<br />

MelodicBrush is a novel cross-modal musical system that connects<br />

two ancient art <strong>for</strong>ms: Chinese ink-brush calligraphy and Chinese<br />

music. Our system endows the process of calligraphy writing with<br />

a novel auditory representation in a natural and intuitive manner to<br />

create a novel artistic experience. The writing effect is simulated as<br />

though the user were writing on an infinitely large piece of paper<br />

viewed through a viewport. The real-time musical generation<br />

effects are motivated by principles of metaphoric congruence and<br />

statistical music modeling<br />

<strong>CHI</strong> <strong>2012</strong> | Austin, Texas, USA | 107

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