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Paper Reading #19 : Reflexivity in Digital Anthropology

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Reference Author: Jennifer A. Rode Affiliation: iSchool, Drexel University,3141 Chestnut St. Philadelphia PA, 19104 Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis The paper overviews key aspects of use and contribution of digital anthropology in HCI, as well as in the anthropological approach. It relates these practices to participatory design and the socio-technical gap, and the ways ethnography can address them. Contents /Methods The paper illustrates how Anthropological Ethnographic’s reflexivity contributes to design and theory in HCI. First, It describes three forms of anthropological writing. Second, It explains key elements of those technique. Finally, It discusses where ethnography is used in the design process in CHI so that It can highlight how Digital (Anthropological) Ethnography can contribute. The paper discusses the following three methods of anthropology commonly used in HCI. Realist :The realist account strives for the authenticit...

Paper Reading #18 :Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction

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Reference Authors: Lennart E. Nacke, Michael Kalyn, Calvin Lough, Regan L. Mandryk Affiliation :Department of Computer Science, University of Saskatchewan, Saskatoon, Saskatchewan, Canada Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis Taking into consideration that p rior work on physiological game interaction has focused only on dynamically adapting games using physiological sensors, the authors in this paper hypothesize a classification of direct and indirect physiological sensor input to augment traditional game control. Contents The paper starts with the challenge of integrating the physiological interaction in gaming environment where traditional controls provide better functionality and interface. They came with idea of augmenting the traditional controls rather than replacing them. To investigate direct and indirect physiological control, they developed a single-player 2D side-scrolling shooter game that used standard controller mappin...

Paper Reading #17 : Privacy Risks Emerging from the Adoption of Innocuous Wearable Sensors in the Mobile Environment

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Reference Authors and Affiliations Andrew Raij, University of South Florida Animikh Ghosh, SETLabs, Infosys Santosh Kumar, University of Memphis Mani Srivastava, University of California Los Angeles Presentation: CHI 2011, May 7–12, 2011, Vancouver, BC, Canada. Summary Hypothesis The paper does a study to assess how concerned people are about disclosure of a variety of behaviors and contexts that are embedded in wearable sensor data. They hypothesize that these concerns are mediated by temporal and physical context associated with the data and the participant’s personal stake in the data. Content The three different goals for the project were were 1)Assess the privacy concerns of real people regarding disclosure of continuously collected physiological, behavioral, and psychological data 2)Use the proposed privacy framework and examine how restrictions and abstractions applied to various behaviors and contexts change concern levels. 3)Assess how reidentification ...

Paper Reading #15 : Madgets: Actuating Widgets on Interactive Tabletops

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Reference Authors: Malte Weiss, Florian Schwarz, Simon Jakubowski, Jan Borchers Affiliation: RWTH Aachen University 52056 Aachen, Germany Presentation: UIST’10, October 3–6, 2010, New York, New York, USA Summary Hypothesis The paper presents a system for the actuation of tangible magnetic widgets (Madgets) on interactive tabletops. It combines electromagnetic actuation with fiber optic tracking to move and operate physical controls. The presented mechanism is hypothesized to support actuating complex tangibles that consist of multiple parts. They as well make use of new actuation dimensions, such as height, force feedback, and power transfer. Contents Madgets are low-cost, easy to prototype, and do not require any built- in electronics or power source for actuation or tracking. Unlike previous works controls for this system are translucent tangible general-purpose widgets, such as sliders, knobs, and buttons, with attached magnets that can be actuated usi...

Paper Reading #14: TeslaTouch: Electrovibration for Touch Surfaces

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Reference Authors and Affiliations: Olivier Bau, Disney Research, Pittsburgh 4615 Forbes Avenue Pittsburgh, PA and In|Situ|, INRIA Saclay, Building 490, Université Paris-Sud, 91405 Orsay, France Ivan Poupyrev,Disney Research, Pittsburgh 4615 Forbes Avenue Pittsburgh, PA Ali Israr, Disney Research, Pittsburgh 4615 Forbes Avenue Pittsburgh, PA Chris Harrison,Human-Computer Interaction Institute Carnegie Mellon University and Disney Research, Pittsburgh ,PA Presentation:UIST’10, October 3–6, 2010, New York, New York, USA. Summary Hypothesis In this paper, authors hypothesize an alternative approach for creating tactile interfaces for touch surfaces that does not use any form of mechanical actuation. Instead, the proposed technique exploits the principle of electrovibration, which allows user to create a broad range of tactile sensations by controlling electrostatic friction between an instrumented touch surface and the user’s finger...

Paper Reading #13: Combining Multiple Depth Cameras and Projectors for Interactions On, Above, and Between Surfaces

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Reference Authors: Andrew D. Wilson Hrvoje Benko Affiliations: Microsoft Research,One Microsoft Way, Redmond, WA Presentation: UIST’10, October 3–6, 2010, New York, New York, USA Summary Hypothesis This paper presents an interface system called LightSpace, which is a "small room installation" comprised of projectors and depth cameras. The paper hypothesizes that LightSpace allows the user not only to manipulate virtual objects through touch on multiple surfaces, but also allows the user to transfer objects between surfaces (and other multi-surface interactions) as well as "hold" a virtual object in their hand. Contents The objectives are achieved the through the use of multiple projectors for displaying information everywhere in the room, along with depth sensing cameras like the one currently used in the Microsoft Kinect. The depth cameras are able to roughly reconstruct a 3-dimensional layout of the room, as well as track the movements of the user. This is ...

Paper Reading #12 : Enabling Beyond-Surface Interactions for Interactive Surface with An Invisible Projection

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Reference Authors: Li-Wei Chan(PhD student), Ju-Chun Ko (PhD student), Hsiang-Tao Wu, Hui-Shan Kao, , Home-Ru Lin(Students), Mike Y. Chen, Jane Hsu, Yi-Ping Hung (Professors). Affiliation: National Taiwan University Presentation: UIST’10, October 3–6, 2010, New York, New York, USA Summary Hypothesis The researchers presented a programmable infrared technique and hypothesized that it will allow touch interaction devices to have interaction with multi-touch and tangible surface objects beyond the simple surface of display. Methods/Contents A prototype consisting of typical rear-projection surface interaction, combined with an IR projector to display IR markers on the same surface as the user display. These IR markers, which are invisible to the human eye, are used by objects above the surface to enable them to interact with the surface and display additional information. User studies were done on the different designs created by the authors. First task was to n...