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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.

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