Printed Program (pdf) - CHI 2012 - Association for Computing ...
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Supporting Children with Autism to Participate<br />
throughout a Design Process<br />
Beate Grawemeyer, Emma Ashwin, Laura Benton, Mark Brosnan,<br />
Hilary Johnson, University of Bath, UK<br />
A deficit in social communication is one of a number of core<br />
features of autism that can result in the exclusion of individuals<br />
with autism from the design process. Individuals with autism can<br />
be highly motivated by new technology, and the design of<br />
technologies <strong>for</strong> individuals with autism could potentially benefit<br />
from their direct input. We structured participatory design sessions<br />
using Cooperative Inquiry specifically to support the needs of<br />
individuals with autism. This video highlights how, when<br />
appropriately supported, the challenges of the social<br />
communication deficits associated with autism can be overcome<br />
and individuals with autism can take a full and active role within<br />
the design process.<br />
TEROOS: A Wearable Avatar to Enhance Joint Activities<br />
Tadakazu Kashiwabara, Hirotaka Osawa, Keio University, Japan<br />
Kazuhiko Shinozawa, ATR Intelligent Robotics and<br />
Communication Laboratories, Japan<br />
Michita Imai, Keio University, Japan<br />
This video shows a wearable avatar named TEROOS, which is<br />
mounted on the shoulder of a person. TEROOS allows the users<br />
who wear it and control it to remotely share a vision. Moreover, the<br />
avatar has an anthropomorphic face that enables the user who<br />
controls it to communicate with people that are physically around<br />
the user who wears it. We have conducted a eld test by using<br />
TEROOS and observed that the wearable avatar innovatively<br />
assisted the users to communicate during their joint activities such<br />
as route navigating, and buying goods at a shop. In addition, both<br />
users could easily identify objects that they discussed. Moreover,<br />
shop’s staff members communicated with the user controlling<br />
TEROOS and they exhibited a typical social behavior.<br />
The Design Evolution of LuminAR: A Compact and<br />
Kinetic Projected Augmented Reality Interface<br />
Natan Linder, Pattie Maes, Massachusetts Institute of<br />
Technology, USA<br />
LuminAR is a new <strong>for</strong>m factor <strong>for</strong> a compact and kinetic projected<br />
augmented reality interface. This video presents the design<br />
evolution iterations of the LuminAR prototypes. In this video we<br />
document LuminAR’s design process, hardware and software<br />
implementation and demonstrate new kinetic interaction<br />
techniques. The work presented is motivated through a set of<br />
applications that explore scenarios <strong>for</strong> interactive and kinetic<br />
projected augmented reality interfaces. It also opens the door <strong>for</strong><br />
further explorations of kinetic interaction and promotes the<br />
adoption of projected augmented reality as a commonplace user<br />
interface modality.<br />
The Interactive Punching Bag<br />
Marian Petre, Chris Baines, Michael Baker, Ed Copcutt,<br />
Adam Martindale, Taranjit Matharu, Max Petre Eastty,<br />
The Open University, UK<br />
Videos<br />
The ‘interactive punching bag’ trans<strong>for</strong>ms a conventional<br />
punching bag into a programmable ‘smart device’ enhanced to<br />
provide various <strong>for</strong>ms of stimulus and feedback (sound, lights, and<br />
displayed images). The physical characteristics of each punch are<br />
captured using impact sensors and accelerometers, and LEDs,<br />
speakers and an associated display can be used to provide<br />
different prompts and responses. Interactions are logged over<br />
time <strong>for</strong> analysis. The bag was devised as a means of investigating<br />
how to design interactions in the context of a fun, physical, familiar<br />
object. Preliminary studies suggest that users are surprised and<br />
engaged, and that first-time users spend more time in their first<br />
encounter if the bag is running an ‘unexpected’ program (e.g.,<br />
giggling on impact rather than grunting). However, some users are<br />
sensitive about the nature of images and sounds associated with<br />
the bag, particularly where there is a conflict with social<br />
expectations or values. So far, the interactions that hold users’<br />
attention are those, like the musical ‘punching bag keyboard’, that<br />
combine moderate physical activity with a creative element or an<br />
intellectual challenge.<br />
TimeBlocks: “Mom, Can I Have Another Block of Time?”<br />
Eiji Hayashi, Martina Rau, Zhe Han Neo, Nastasha Tan,<br />
Sriram Ramasubramanian, Eric Paulos, Carnegie Mellon<br />
University, USA<br />
Time is a difficult concept <strong>for</strong> parents to communicate with young<br />
children. We developed TimeBlocks, a novel tangible, playful<br />
object to facilitate communication about concepts of time with<br />
young children. TimeBlocks consists of a set of cubic blocks that<br />
function as a physical progress bar. Parents and children can<br />
physically manipulate the blocks to represent the concept of time.<br />
We evaluated TimeBlocks through a field study in which six<br />
families tried TimeBlocks <strong>for</strong> four days at their homes. The results<br />
indicate that TimeBlocks played a useful role in facilitating the<br />
often challenging task of time-related communication between<br />
parents and children. We also report on a range of observed<br />
insightful novel uses of TimeBlocks in our study.<br />
<strong>CHI</strong> <strong>2012</strong> | Austin, Texas, USA | 119