The traditional approach for developing assistive technologies for blind and visually impaired users is to focus on problems and to try and resolve them by compensating for the loss of vision. In this research we took the approach of involving blind and visually impaired people, from a range of ages, in a hands-on making activity using an eTextile physical computing toolkit. Our aim was to create an environment where people could both make and learn form each other, but also where they would share their thoughts and imagine future scenarios for the technologies they were developing. We observed highly creative ways of working at all levels, from unique weaving techniques to choices in fabrics and materials, as well as expressions of personal preferences. We discuss the "in-home enjoyment" scenarios sketched by the participants and point to the role of creative workshops and eTextile toolkits as a tool for imagining future technologies.
{"title":"Imagining Future Technologies: eTextile Weaving Workshops with Blind and Visually Impaired People","authors":"Emilie Giles, J. Linden","doi":"10.1145/2757226.2757247","DOIUrl":"https://doi.org/10.1145/2757226.2757247","url":null,"abstract":"The traditional approach for developing assistive technologies for blind and visually impaired users is to focus on problems and to try and resolve them by compensating for the loss of vision. In this research we took the approach of involving blind and visually impaired people, from a range of ages, in a hands-on making activity using an eTextile physical computing toolkit. Our aim was to create an environment where people could both make and learn form each other, but also where they would share their thoughts and imagine future scenarios for the technologies they were developing. We observed highly creative ways of working at all levels, from unique weaving techniques to choices in fabrics and materials, as well as expressions of personal preferences. We discuss the \"in-home enjoyment\" scenarios sketched by the participants and point to the role of creative workshops and eTextile toolkits as a tool for imagining future technologies.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"123 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132411692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper describes [self.], an open source art installation that embodies artificial intelligence (AI) in order to learn, react, respond and be creative in its environment. Biologically inspired models are implemented to achieve this behaviour. The robot is built using a moving head, projector, camera and microphones. No form of knowledge or grammar have been implemented in the AI, the system starts in a ``tabula rasa' state and learns everything via its own sensory channels, forming categories in a bottom-up fashion. The robot recognizes sounds, and is able to recognize similar sounds, link them with the corresponding faces, and use the knowledge of past experiences to form new sentences. It projects neural memories that represent an association between sound and video as experienced during interaction.
{"title":"[self.]: an Interactive Art Installation that Embodies Artificial Intelligence and Creativity","authors":"A. Tidemann, Øyvind Brandtsegg","doi":"10.1145/2757226.2764549","DOIUrl":"https://doi.org/10.1145/2757226.2764549","url":null,"abstract":"This paper describes [self.], an open source art installation that embodies artificial intelligence (AI) in order to learn, react, respond and be creative in its environment. Biologically inspired models are implemented to achieve this behaviour. The robot is built using a moving head, projector, camera and microphones. No form of knowledge or grammar have been implemented in the AI, the system starts in a ``tabula rasa' state and learns everything via its own sensory channels, forming categories in a bottom-up fashion. The robot recognizes sounds, and is able to recognize similar sounds, link them with the corresponding faces, and use the knowledge of past experiences to form new sentences. It projects neural memories that represent an association between sound and video as experienced during interaction.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132482979","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Graduate Student Symposium (14 papers)","authors":"B. Bailey, Danilo Di Mascio","doi":"10.1145/3247474","DOIUrl":"https://doi.org/10.1145/3247474","url":null,"abstract":"","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"7 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131722686","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ajit Jain, Nic Lupfer, Y. Qu, Rhema Linder, A. Kerne, Steven M. Smith
We extend the Twitter interface to stimulate exploratory browsing of social media and develop a creative cognition method to establish its efficacy. Exploratory browsing is a creative process in which users seek and traverse diverse and novel information as they investigate a conceptual space. The TweetBubble browser extension extends Twitter to enable expansion of social media associations@usernames and #hashtags-in-context, without overwriting initial content. We build on a prior metadata type system, developing new presentation semantics, which enable an integrated look and feel consistent with Twitter. We show how exploratory browsing constitutes a mini-c creative process. We use prior ideation metrics as a basis for new ideation metrics of exploratory browsing. We conducted a mixed methods crowdsourced study, with data from 54 participants, amidst the 2014 Academy Awards. Quantitative and qualitative findings validate the technique of in-context exploratory browsing interfaces for social media. Their consistency supports the validity of ideation metrics of exploratory browsing as an evaluation methodology for interactive systems designed to promote creative engagement.
{"title":"Evaluating TweetBubble with Ideation Metrics of Exploratory Browsing","authors":"Ajit Jain, Nic Lupfer, Y. Qu, Rhema Linder, A. Kerne, Steven M. Smith","doi":"10.1145/2757226.2757239","DOIUrl":"https://doi.org/10.1145/2757226.2757239","url":null,"abstract":"We extend the Twitter interface to stimulate exploratory browsing of social media and develop a creative cognition method to establish its efficacy. Exploratory browsing is a creative process in which users seek and traverse diverse and novel information as they investigate a conceptual space. The TweetBubble browser extension extends Twitter to enable expansion of social media associations@usernames and #hashtags-in-context, without overwriting initial content. We build on a prior metadata type system, developing new presentation semantics, which enable an integrated look and feel consistent with Twitter. We show how exploratory browsing constitutes a mini-c creative process. We use prior ideation metrics as a basis for new ideation metrics of exploratory browsing. We conducted a mixed methods crowdsourced study, with data from 54 participants, amidst the 2014 Academy Awards. Quantitative and qualitative findings validate the technique of in-context exploratory browsing interfaces for social media. Their consistency supports the validity of ideation metrics of exploratory browsing as an evaluation methodology for interactive systems designed to promote creative engagement.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133049859","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper we present the initial results of a pilot study designed to explore the reactions and actions of children who experience a power failure while playing a hybrid physical/digital game. We wanted to see whether we can maintain the engagement of the children with the game if the digital component of the game (a tablet based game) ceases to function and if so whether they will continue from where they left off in the digital game or whether they will start a new round of gameplay. Early results suggests that the power failure and the resultant interruption to gameplay did not hamper the children engagement with the game but provided them with the opportunity to re-engage with the physical elements of the game. This suggests new directions for exploring the design of hybrid physical/digital games.
{"title":"Between the Bottle Cap and the Battery: An Investigation of Interrupted Gameplay","authors":"Jesús Ibáñez, Yoram Chisik, Mon-Chu Chen","doi":"10.1145/2757226.2764551","DOIUrl":"https://doi.org/10.1145/2757226.2764551","url":null,"abstract":"In this paper we present the initial results of a pilot study designed to explore the reactions and actions of children who experience a power failure while playing a hybrid physical/digital game. We wanted to see whether we can maintain the engagement of the children with the game if the digital component of the game (a tablet based game) ceases to function and if so whether they will continue from where they left off in the digital game or whether they will start a new round of gameplay. Early results suggests that the power failure and the resultant interruption to gameplay did not hamper the children engagement with the game but provided them with the opportunity to re-engage with the physical elements of the game. This suggests new directions for exploring the design of hybrid physical/digital games.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117205989","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Session details: Posters and Demos Session 1","authors":"B. Bailey, E. Cherry","doi":"10.1145/3247469","DOIUrl":"https://doi.org/10.1145/3247469","url":null,"abstract":"","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123930629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nature Bot is a two-part, interactive art installation that uses technology to facilitate a remote exploration of nature through a remote controlled robot with video link, whilst simultaneously reflecting the exploration through a kinetic reactive sculpture within a local built environment. Attention Restoration Theory (ART) was used to design the system so that it harnesses the beneficial properties of "wild nature." The project presents a unique approach to using technology to mediate a sense of immersive connection to nature, providing the user with agency within an external natural environment. The results of a qualitative user experience study suggest the installation fulfilled the elements of ART necessary for an environment conducive of mental restoration and feelings of wellbeing, and that it reflected a sense of nature within the built environment.
{"title":"Nature Bot: Experiencing Nature in the Built Environment","authors":"Sophie McDonald, David S. Kirk, N. Bryan-Kinns","doi":"10.1145/2757226.2764547","DOIUrl":"https://doi.org/10.1145/2757226.2764547","url":null,"abstract":"Nature Bot is a two-part, interactive art installation that uses technology to facilitate a remote exploration of nature through a remote controlled robot with video link, whilst simultaneously reflecting the exploration through a kinetic reactive sculpture within a local built environment. Attention Restoration Theory (ART) was used to design the system so that it harnesses the beneficial properties of \"wild nature.\" The project presents a unique approach to using technology to mediate a sense of immersive connection to nature, providing the user with agency within an external natural environment. The results of a qualitative user experience study suggest the installation fulfilled the elements of ART necessary for an environment conducive of mental restoration and feelings of wellbeing, and that it reflected a sense of nature within the built environment.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132889441","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
For this demonstration the authors intend to present the Aesthetics of Activism as a work-in-progress. The artwork is designed to aggregate visual material from social networks to form themed compositions that can be explored jointly within a shared interactive space. Visual elements are programmatically arranged according to formal aesthetic criteria, while motion within the exhibition space is detected via optical sensors. Artistry built into the algorithms used for creating the visual compositions and those used to present, filter and rank content within the social web are exposed for people interested in the relationships between the cultural and computer layers inherent to the system design.
{"title":"The Aesthetics of Activism","authors":"Michael Heidt, V. Moulder","doi":"10.1145/2757226.2764550","DOIUrl":"https://doi.org/10.1145/2757226.2764550","url":null,"abstract":"For this demonstration the authors intend to present the Aesthetics of Activism as a work-in-progress. The artwork is designed to aggregate visual material from social networks to form themed compositions that can be explored jointly within a shared interactive space. Visual elements are programmatically arranged according to formal aesthetic criteria, while motion within the exhibition space is detected via optical sensors. Artistry built into the algorithms used for creating the visual compositions and those used to present, filter and rank content within the social web are exposed for people interested in the relationships between the cultural and computer layers inherent to the system design.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116724022","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sarlacc, an audio-visual performance, features visuals live coded within the OpenGL fragment shader, that are reactive to incoming audio frequencies parsed by band, beats per minute, and Open Sound Control data. The sound component is performed using Ableton Live and analog synthesis.
{"title":"Sarlacc","authors":"Shawn Lawson, Ryan Ross Smith","doi":"10.1145/2757226.2757373","DOIUrl":"https://doi.org/10.1145/2757226.2757373","url":null,"abstract":"Sarlacc, an audio-visual performance, features visuals live coded within the OpenGL fragment shader, that are reactive to incoming audio frequencies parsed by band, beats per minute, and Open Sound Control data. The sound component is performed using Ableton Live and analog synthesis.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131586278","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kristin Carlson, T. Schiphorst, K. Cochrane, J. Phillips, Herbert H. Tsang, T. Calvert
While mobile authoring applications are proliferating, choreographic tools that support the generation and transformation of user-created movement `samples' are less readily available. iDanceForms is a novel mobile choreographic application that generates unique movement choices through a camera stillframing technique to provoke movement catalysts. In keeping with the principles of whole body interaction (and principles of `defamiliarization'), the design of iDanceForms supports opportunities for surprise, unexpected movement choices and meaning-making. This paper presents data collected from an observational study of choreographers using iDanceForms. In the study we found that choreographers appropriated the intended functionality of iDanceForms to create highly individualized and unexpected movement sequences. They found inspiration in exploring unexpected framing of form and content, which resulted in creative explorations that produced unique movement possibilities provided by the system. Drawing from our observations we discuss possible roles that sensor-enabled mobile devices could play in movement generation through personal meaning-making, creative choreographic strategies and discovery, and in provoking whole body interaction through principles of `defamiliarization' in the context of HCI.
{"title":"Moment by Moment: Creating Movement Sketches with Camera Stillframes","authors":"Kristin Carlson, T. Schiphorst, K. Cochrane, J. Phillips, Herbert H. Tsang, T. Calvert","doi":"10.1145/2757226.2757237","DOIUrl":"https://doi.org/10.1145/2757226.2757237","url":null,"abstract":"While mobile authoring applications are proliferating, choreographic tools that support the generation and transformation of user-created movement `samples' are less readily available. iDanceForms is a novel mobile choreographic application that generates unique movement choices through a camera stillframing technique to provoke movement catalysts. In keeping with the principles of whole body interaction (and principles of `defamiliarization'), the design of iDanceForms supports opportunities for surprise, unexpected movement choices and meaning-making. This paper presents data collected from an observational study of choreographers using iDanceForms. In the study we found that choreographers appropriated the intended functionality of iDanceForms to create highly individualized and unexpected movement sequences. They found inspiration in exploring unexpected framing of form and content, which resulted in creative explorations that produced unique movement possibilities provided by the system. Drawing from our observations we discuss possible roles that sensor-enabled mobile devices could play in movement generation through personal meaning-making, creative choreographic strategies and discovery, and in provoking whole body interaction through principles of `defamiliarization' in the context of HCI.","PeriodicalId":231794,"journal":{"name":"Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133798484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}