Printed Program (pdf) - CHI 2012 - Association for Computing ...
Printed Program (pdf) - CHI 2012 - Association for Computing ...
Printed Program (pdf) - CHI 2012 - Association for Computing ...
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Videos<br />
MAWL: Mobile Assisted Word-Learning<br />
Pramod Verma, Johns Hopkins University, USA<br />
Word-learning is one of the basic steps in languagelearning. A<br />
general traditional approach <strong>for</strong> learning newwords is to keep a<br />
dictionary and use it whenever oneencounters a new word. This<br />
video demonstrates MobileAssisted Word-Learning (MAWL)[1]: an<br />
augmentedreality based collaborative social-networking interface<br />
<strong>for</strong>learning new words using a smartphone. MAWL keepstrack and<br />
saves all textual contexts during reading processalong with<br />
providing augmented reality-based assistancesuch as images,<br />
translation into native language,synonyms, antonyms, sentence<br />
usage etc.<br />
Pen-in-Hand Command: NUI <strong>for</strong> Real-Time Strategy<br />
eSports<br />
William Hamilton, Andruid Kerne, Texas A&M University, USA<br />
Jonathan Moeller, Interface Ecology Lab<br />
Electronic Sports (eSports) is the professional play and spectating<br />
of digital games. Real-time strategy games are a <strong>for</strong>m of eSport<br />
that require particularly high- per<strong>for</strong>mance and precise interaction.<br />
Prior eSports HCI has been keyboard and mouse based. We<br />
investigate the real-time strategy eSports context to design novel<br />
interactions with embodied modalities, because of its rigorous<br />
needs and requirements, and the centrality of the humancomputer<br />
interface as the medium of game mechanics. To sense<br />
pen + multi-touch interaction, we augment a Wacom Cintiq with a<br />
ZeroTouch multi-finger sensor. We used this modality to design<br />
new pen + touch interaction <strong>for</strong> play in real-time strategy eSports.<br />
Pet Video Chat: Monitoring and Interacting with Dogs<br />
over Distance<br />
Jennifer Golbeck, University of Maryland, College Park, USA<br />
Carman Neustaedter, Simon Fraser University, Canada<br />
Companies are now making video-communication systems that<br />
allow pet owners to see, and, in some cases, even interact with<br />
their pets when they are separated by distance. Such ‘doggie<br />
cams’ show promise, yet it is not clear how pet video chat systems<br />
should be designed (if at all) in order to meet the real needs of pet<br />
owners. To investigate the potential of interactive dog cams, we<br />
then designed our own pet video chat system that augments a<br />
Skype audio-video connection with remote interaction features<br />
and evaluated it with pet owners to understand its usage. Our<br />
results show promise <strong>for</strong> pet video chat systems that allow owners<br />
to see and interact with their pets while away.<br />
118 | ACM Conference on Human Factors in <strong>Computing</strong> Systems<br />
PINOKY: A Ring-like Device that Gives Movement to<br />
Any Plush Toy<br />
Yuta Sugiura, Calista Lee, Masayasu Ogata, Anusha Withana,<br />
Yasutoshi Makino, Keio University, Japan<br />
Daisuke Sakamoto, JST ERATO Igarashi Design Interface Project,<br />
Japan<br />
Masahiko Inami, Keio University, Japan<br />
Takeo Igarashi, JST ERATO Igarashi Design Interface Project,<br />
Japan<br />
Everyone has owned or have been in contact with plush toys in<br />
their life, and plush toys play an integral part in many areas, <strong>for</strong><br />
example in a child’s growing up process, in the medical field, and<br />
as a <strong>for</strong>m of communication media. In order to enhance the<br />
interaction experience with plush toys, we created the PINOKY.<br />
PINOKY is a wireless, ring-like device that can be externally<br />
attached to any plush toy as an accessory that animates the toy by<br />
moving its limbs. It is a non-intrusive device, and users can<br />
instantly convert their personal plush toys into soft robots.<br />
Currently, there are several interactions, such as letting the user<br />
control the toy remotely, or inputting the desired movement by<br />
moving the toy, and having the data recorded and played back.<br />
Plushbot: an Introduction to Computer Science<br />
Yingdan Huang, Michael Eisenberg, University of Colorado<br />
Boulder, USA<br />
We present the Plushbot project that focuses on providing a more<br />
motivating introduction of computer science to middle school<br />
students, employing tangible programming of plush toys as its<br />
central activity. About sixty students, ages 12-14, participated in a<br />
7.5-week study in which they created and programmed their own<br />
plush toys. In order to achieve these, they learned and used<br />
several tools, including LilyPad Arduino, Modkit and a web-based<br />
application called Plushbot, which permits the user to integrate<br />
circuitry design with a pattern of plush toy pieces. Once a design<br />
is complete, the user can print the pattern and use it as a template<br />
<strong>for</strong> creating a plush toy. Plushbot is a system that allows children to<br />
create their own interactive plush toys with computational<br />
elements and ideas embedded.<br />
SIG<strong>CHI</strong> SPrAyCE: A Space Spray Input <strong>for</strong> Fast Shape<br />
Drawing<br />
Raphael Kim, Pattie Maes, Massachusetts Institute of<br />
Technology, USA<br />
Current technological solutions that enable sharing some shapebased<br />
ideas are often time demanding and painful to use. The<br />
goal of this project is to create a new device, a new way of drawing<br />
in an intuitive way. A spray-based input is created to allow natural<br />
gestures to draw 3D objects and manipulate the drawing.