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Award ID contains: 1919375

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  1. The emergence of social networks and apps has reduced the importance of physical space as a locus for social interaction. In response, we introduce transFORM, a cyber-physical environment installed in under-used, outdoor, public spaces. transFORM embodies our understanding of how a responsive, cyber-physical architecture can augment social relationship and increase place attachment. In this paper we critically examine the social interaction problem in the context of our increasingly digital society, present our ambition, and introduce our prototype, which we will iteratively design, and test. Cyber-physical interventions at large scale in public spaces are an inevitable future, and this paper serves to establish the fundamental terms of this frontier. 
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  2. Collaborative learning has been shown to be beneficial for children's learning performance, increasing the curiosity and intensity of the ability of cooperation. Mixed-Reality with collaborative learning is the trending research topic in the Human-Computer Interaction (HCI) area. Additionally, with the rise of attention to global warming which brings in more extreme weather and climate conditions, the earth science education would be one of the crucial topics for the next generation. Moreover, there are few augmented reality and mixed reality applications on earth science subject. In this paper, we propose a Mixed Reality Tornado Simulator which offers an earth science education in a collaborative setting. Students and the instructor can cooperate on learning the knowledge of the formation and its damage cause on human-built structures, farming, and vegetation by using our mixed reality application with the Microsoft HoloLens. Also, for evaluating the learning performance in this mixed reality setting, we propose to study the cognitive load while the student is learning the abstract knowledge in Earth Science. We will separate the student into a control group and experimental groups and use different teaching instruments to test the difference of cognitive load. 
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  3. Due to the ubiquity of IoT devices, privacy violations can now occur across our cyber-physical-social lives. An individual is often not aware of the possible privacy implications of their actions and commonly lacks the ability to dynamically control the undesired access to themselves or their information. Present approaches to privacy management lack an immediacy of feedback and action, tend to be complex and non-engaging, are intrusive and socially inappropriate, and are inconsistent with users' natural interactions with the physical and social environment. This results in ineffective end-user privacy management. To address these challenges, I focus on designing tangible systems, which promise to provide high levels of stimulation, rich feedback, direct, and engaging interaction experiences. This is achieved through intuitive awareness mechanisms and control interactions, conceptualizing interaction metaphors, implementing tangible interfaces for privacy management and demonstrating their utility within various real life scenarios. 
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  4. My doctoral research examines the use of biometrics as a design intervention in games to increase social closeness. I have built an overlay for Twitch that reveals streamer biometrics to spectators (All the Feels [16]). Using this tool, along with additional design interventions, I plan to explore and expand communication possibilities between players, streamers and spectators in order to facilitate social connection. In this abstract I briefly describe the three projects I am currently working on through my doctoral work: In the Same Boat, Twitch Plays 'All the Feels', and Turnin' the Beat Around. 
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  5. Recommender algorithms deal with most of our contemporary culture consumption. Algorithmic Experience (AX) emerges in HCI to guide users' experience with algorithms. To the best of our knowledge, previous work on recommender systems does not consider tangible interfaces to support positive AX and better algorithmic awareness. The ongoing research proposes to expand the design space for the current AX debate by designing an embodied interface suited for movie recommender algorithms. 
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  6. Embodied Interaction (EI) offers unique opportunities to uncover novel ways to achieve experiential learning whilst keeping students stimulated and engaged. Spatial abilities have been repeatedly demonstrated as a success predictor for educations and professions in Science, Technology, Engineering and Mathematics. However, many researchers argue that training and assessment of this pertinent reasoning skill is vastly underrepresented in the school curriculum. This paper presents TetRotation, a PhD centred on how affordances coming from Multimodal Analytics can be coupled with EI to nurture Mental Rotation (MR) skills. The overarching objectives of the project are two fold. First, the TetRotation Interaction Design study will highlight best practices identified through the assessment of efficiency, level of engagement and learning gains achieved when using gesture based EI to solve MR tasks. Next, in the TetRotation Game study, these design practices will guide the implementation of an interactive serious game purposed to support the development of MR skills. This research relies on mixed method techniques, including data collections from users' actions, like motion sensing, EEG, gaze tracking, video-recordings, click streams, interviews and surveys. 
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  7. The Internet of Things (IoT) [3, 16, 35] is a physical-digital ecosystem of compliant technologies and heterogeneous parts, enabling vast transmissions of data and candid, pervasive presence of things [40]. Fashion, on the other hand, is an embodied practice, an information medium of material, social, cultural, economic and political forces. Many wearables are outfitted to actuate data input sources as a visualised display. However, the impact and rich possibilities of fashion adornment practices for embodied data engagement in IoT wearables design have been overlooked. Introducing computational materials of the IoT to physical properties pushes this virtual system into the physical realm. In this research, an aesthetic criterion of haute couture practices considers the material turn [34, 39]. Design cases of fashion-led adornment style are a promising path to follow in the context of designing wearables for an Internet of Worn Things. 
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  8. Through a multi-phased mixed method study with childhood cancer patients (8-12 years old) and their team of caregivers within US and Canadian hospitals we will explore (1) the ways the cancer experience impacts patient's social/emotional well-being, (2) how existing technologies fail to provide feelings of connectedness to friends/peers, and (3) how novel tangible technology could improve connectedness. We aim to (1) empower children with cancer by allowing them to voice their own experiences with isolation, loneliness, and loss of a normal childhood, as well as how technology may better support their needs, (2) contribute design knowledge about how to support meaningful social interaction and play that is age and 'ability' appropriate, and (3) provide insight for future design and evaluation studies by better understanding constraints/opportunities for social tangible technologies intended for use in a real world pediatric hospitals. 
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  9. My PhD research focuses on intergenerational story sharing for older adults, which is conducted in a Research-through-Design manner. It includes five iterations: It started from an exploration prototype Interactive Gallery (1st iteration), and its findings helped to narrow down my research area and define my research question. To answer it, the 2nd iteration was continued, which was a co-design process of developing prototypes. 3rd and 4th iteration focused on older adults' life stories and memento stories respectively. While the 5th iteration is in the process, which aims to facilitate intergenerational story sharing and preservation in a sustainable manner. 
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  10. This paper presents the rationale and current progress of my Ph.D. dissertation: "design interactions between robot surfaces and human designers." This specific topic serves as a case study trying to explore the question of how to design an interactive and partially intelligent space. We proposed the concept of "space agent" defined as "interactive and intelligent environments perceived by users as human agents" based on communication theories. Built upon this concept, we proposed a design framework for interactive environments. Then we further explored literatures about what space agent could contribute to human users specifically for the case of interior designers' work space. Research questions and research designs are introduced in this paper, followed by the discussions of experiments design. 
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