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Showing posts with label 2008. Show all posts
Showing posts with label 2008. Show all posts

SyncTV (by Tsujita, 2008)

SyncTV is a system for sharing a common TV channel. When one partner selects a channel to watch, the TV channel of the remote person automatically changes to the same channel.

Source: Tsujita, H., Tsukada, K., and Siio, I. 2008. SyncDecor. In Proceedings of the Working Conference on Advanced Visual Interfaces (AVI’08). ACM Press, 449–453.
http://tsujita.org/projects/syncdecor/ja/

ShareTable (by Yarosh, 2008)



 
In each home, the system consists of a projector, a camera, and a videoconferencing system. The videoconferencing is used for face-to-face communication, while the camera-projector system allows both users to view items placed and manipulated on each other’s table. Since the surface of the table is dry-erasable, the parent and child can add notes and drawings with markers.

Source: Yarosh, S. 2008. Supporting parent-child interaction in divorced families. In Proceedings of the 7th International Conference on Interaction Design and Children (IDC’08). ACM Press, 33–36.
http://lanayarosh.com/2012/08/setting-up-automated-video-recording-for-evaluating-your-system-in-the-field/
(ShareTable secondary: http://www.ic.gatech.edu/features/sharetable)

United-Pulse (by Werner et al, 2008)



United-pulse is composed of two rings which are not completely closed. The inside of each ring contains a pulse measure system. When one of the partners closes the gap, the skin resistance of the fingertip is used to close the circuit of the ring. As a consequence, he/she feels the other partner’s heart rate, which is transmitted by vibrations of the ring. The data are transferred through a wireless connection (e.g., Bluetooth). The prototype consists of a small vibration motor that translates every heartbeat into a small vibration. Depending on the heart rate, the vibration motor runs faster or slower. The prototype measures the pulse by an ordinary PClinked pulse oximeter.

Source: Werner, J., Wettach, R., and Hornecker, E. 2008. United-pulse. In Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI’08). ACM Press, 535–538.
http://www.juliawerner.com/

Stroking Device (by Eichhorn et al, 2008)





The device receives input by stroking with the thumb over a certain area (prototype A) or the user must turn a little knob in a circular path (prototype B), respectively. The output is transmitted to the remote unit that produces circular movements created by a small arm powered by a miniature servo motor. The device can be used to touch either each other’s hands or the partner on other parts of the body.

Source: Eichhorn, E., Wettach, R., and Hornecker, E. 2008. A stroking device for spatially separated couples. In Proceedings of the 10th International Conference on Human Computer Interaction with Mobile Devices and Services (MobileHCI’08). ACM Press, 303–306.
http://www.bluepixel.de/_en/projekte/weiter/remote/remote.html

weConnect (by Milic-Frayling et al, 2008)


 
weConnect is a web service including two one-directional channels, one for each person, to enable independent media stream in each direction. Using the weConnect tools and media content available on the device or on the Web, the user can create content mixes and push them through the channel to the recipient. The weConnect Web server will store the content and provide a gateway to the recipient. The recipient’s device automatically “pulls” the content from the server and displays it through the weConnect viewer on the mobile phone, the desktop, or any Web enabled device that runs the weConnect client.

Source: Milic-Frayling, N., Hicks, M., Jones, R., and Costello, J. 2008. Exploring personal broadcast channels for rich media sharing in close relationships. In Proceedings of the 7th International Conference on Mobile and Ubiquitous Multimedia (MUM’08). ACM Press, 23–30.
http://research.microsoft.com/en-us/projects/weconnect/

teddy bear (by Hemmeryckx-Deleersnijder et al, 2008)


The teddy bear captures pictures and can be connected and displayed on a remote tv. In order to do so, the bear must be placed on a table, which acts as a trigger to start a rich context- sharing conversation over the TV. By placing the bear on the table the user can call someone. The pictures captured over the day can also be seen by the person who was called.

Source: Hemmeryckx-Deleersnijder, B. and Thorne, J. M. 2008. Awareness and conversational context-sharing to enrich TV-based communication. Comput. Entertainment 6, 1, 1–13.

eMutts (by Yarosh, 2008)

 

eMutts consists of a series of toys and sensors that children can carry these as key-chains. Some are passive sensors that record data: pedometer, ambientnoise sensor, GPS, etc. Other eMutts require explicit interactions from the child: stress ball which records pressure throughout the day, voice recorder, digital camera. The child selects one or two toys to carry. When the child docks the toys at the end of the day, it will upload the data on a computer and send it to the parent.

Source: Yarosh, S. 2008. Supporting parent-child interaction in divorced families. In Proceedings of the 7th International Conference on Interaction Design and Children (IDC’08). ACM Press, 33–36.
Yarosh, S., Davis, H., Modlitba, P., Skov, M. Vetere, F. Mobile Technologis for Parent/Child Relationships. In Mobile Technology for Children, Druin, A. edt. 2009, pp. 285-306
http://home.cc.gatech.edu/lana/23

Mutsugoto/PillowTalk (by Hayashi et al, 2008)





 
A custom computer vision and projection system enables users to draw on each others’ bodies. Mutsugoto is installed in the bedrooms of two distant partners. When both partners are in bed and wearing a special touch-activated ring visible to a camera mounted above, a computer vision system tracks the movement of the ring. It then transmits the virtual pen strokes to and projects them on the body of the remote partner. If the partners’ movements cross, the lines will react with each other and illuminate.

Source: Hayashi, T., Agamanolis, S., and Karau, M. 2008. Mutsugoto: A body-drawing communicator for distant partners. In ACM SIGGRAPH posters on SIGGRAPH’08. ACM Press, 1.
http://web.media.mit.edu/~stefan/hc/projects/mutsugoto/
http://www.design-emocao.com/2010_10_01_archive.html
http://science.discovery.com/tv-shows/pop-scis-future-of/videos/popscis-future-of-mutsugoto.htm

Audible Gifts (concept | by Bhandari et al, 2008)


The concept consists of a set of a speaker and a microphone controller. Users can leave voice messages. These two devices are not connected to each other and hence are not designed for couples to hold a regular conversation. Contrary, the device is designed with a daily limit of 5 minutes for the length of any given message.

Source: Bhandari, S. and Bardzell, S. 2008. Bridging gaps: affective communication in long distance relationships. In Proceedings of the 26th Annual CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI’08). ACM Press, 2763–2768.

MatchUs Board (concept | by Bhandari et al, 2008)


Both partners have a synchronized MatchUs Board which uses multi-user touch input and display technologies. Using their fingers they can draw on their board. The drawings synchronously appear on both boards.

Source: Bhandari, S. and Bardzell, S. 2008. Bridging gaps: affective communication in long distance relationships. In Proceedings of the 26th Annual CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI’08). ACM Press, 2763–2768.

Together Aquarium (concept | by Bhandari et al, 2008)


The partners coordinate the task to take care of fishes. They can involve in various activities (such as feeding fish, changing water, checking temperature of water).

Source: Bhandari, S. and Bardzell, S. 2008. Bridging gaps: affective communication in long distance relationships. In Proceedings of the 26th Annual CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI’08). ACM Press, 2763–2768.

CanCan (concept | by Bhandari et al, 2008)


CanCan is a button that is added to ordinary objects (e.g., wrist watch). It corresponds to the meaning “can’t be there for you right now.” The depression of the button leads to notification light at the partner’s end either on a computer terminal, a phone or a watch.

Source: Bhandari, S. and Bardzell, S. 2008. Bridging gaps: affective communication in long distance relationships. In Proceedings of the 26th Annual CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI’08). ACM Press, 2763–2768.

SyncAroma (concept | by Tsujita et al, 2008)

SyncAroma is a system for synchronizing smells between users and to transmit the partner’s feeling and state.

Source: Tsujita, H., Tsukada, K., and Siio, I. 2008. SyncDecor. In Proceedings of the Working Conference on Advanced Visual Interfaces (AVI’08). ACM Press, 449–453.
http://orange.siio.jp/~alumnae/hitomi/syncdecor.html

SPARCS (by Brush et al, 2008)



SPARCS (Sharing Photos and Relevant Calendar Stuff) encourages frequent sharing of photos and calendar information between extended families. Every day, SPARCS proposes a sharing suggestion. Users can modify this information if desired before sharing.

Source: Brush, A. J. B., Inkpen, K. M., and Tee, K. 2008. SPARCS: Exploring Sharing Suggestions to Enhance Family Connectedness. In Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW’08). ACM Press, 629–638.
http://research.microsoft.com/en-us/um/redmond/groups/connect/

Photoframe ( by Hemmeryckx-Deleersnijder et al, 2008)


The photo frame takes spontaneously pictures and sends it to the remote picture frame. The photo frame displays the most recent one and from two hours ago. Also, it can display one favorite picture selected by the user. Keeping looking on it, the photo frame recognized the explicit action and displayed an icon to indicate this. Meanwhile, the remote frame begins to flash and sound an alert. If the user is busy and just glances on it, the frame spots the glance, silences the alert, and displays an icon on the partner’s frame to indicate that the call had been declined.

Source: Hemmeryckx-Deleersnijder, B. and Thorne, J. M. 2008. Awareness and conversational contextsharing to enrich TV-based communication. Comput. Entertainment 6, 1, 1–13.

BuddyClock (by Kim et al, 2008)



BuddyClock is designed as a basic, bedside alarm clock, with a time display, alarm setting, and “snooze button” features. The prototype is implemented using Python on a touch-screen Nokia N800 Internet Tablet. Each BuddyClock is connected to the others in its social network via wireless connection to a remote BuddyClock server, which shares real-time alarm status with others. The BuddyClock screen shows alarm status information for up to three other connected clocks. When the user changes the local alarm status (e.g., alarm on, snooze, alarm off), an icon on the display of the other BuddyClocks in the network is changed simultaneously to the corresponding status icon. Changes in a remote user status are also signaled by a quiet audio tone. When the user touches the icons, the clock displays detailed text information next to the name. When an icon representing the “asleep” status is displayed, the display shows the time that a user’s wake-up alarm is set. When the “awake” status is shown, the clock displays the time that a user turned off the alarm. A single blue icon at the top left corner indicates a user’s own sleeping status graphically so users can see how their own status is shown to others.

Source: Kim, S., Kientz, J. A., Patel, S. N., and Abowd, G. D. 2008. Are you sleeping? In Proceedings of the ACM Conference on Computer Supported Cooperative (CSCW’08). ACM Press, 619–628.

Ambient Social TV (by Harboe et al, 2008)



Social TV 2 allows users to see which television shows other people are watching and send lightweight messages from within the TV viewing experience. This information can be viewed from an on<screen buddy list. The deployed system has two presence states: “watching TV” and “away”. Users can change to the same program that their buddy is watching from the buddy list. Additionally, whenever the channel is changed, a list of buddies who are also watching that program is displayed as part of the transient channel information banner. Additionally, there is a primary ambient display, Ambient Orb, that is a color changing lamp from Ambient Devices 2 and configured it to display the current number of buddies watching television. Different colors are used to indicate whether one (blue), more than one (purple), or no other buddies (yellow) are currently watching TV. The orb is connected via serial cable to the prototype, and therefore has to be placed close to the TV. The Chumby3 is a WiFi enabled internet appliance with a 3.5’ LCD color display which provides faster updates and more reliable wireless reception than the orb’s pager based network alternative.

Source: Harboe, G., Metcalf, C. J., Bentley, F., Tullio, J., Massey, N., and Romano, G. 2008. Ambient social tv. In Proceeding of the 26th Annual CHI Conference on Human Factors in Computing Systems (CHI’08). ACM Press, 1–10.
http://web.mit.edu/bentley/www/portfolio/ac.html

FootIO (Kawakami 2008)

Design of FootIO is based on Rober's frame work of haptic instant message. By rolling the rod of the device forth and back users create a serious signals to ask the remote device to vibrate. This is like to create and express some emotional clue - hapticons (haptic emoticons) to the remote communication partner.


Reference: Riki Kawakami (2008) Instant Messaging and Haptic Presence. http://www.sis.uta.fi/~hui/mobile/papers/Kawakami-paper.pdf

CollaboraTV (Harrison, Nathan et al 2008)



 
CollaboraTV supports interaction between groups of people that watch shows independently. When individuals watch a show, they can generate events, such as text annotations and gestures, which are attached temporally to the media stream. When other users watch the same show at a later point, these events are replayed with the media stream, visualized using small avatars. The system also provides a show-recommendation system.
 
Reference: Nathan, M., Harrison, C., Yarosh, S., Terveen, L., Stead, L., Amento, B. CollaboraTV: Making Television Viewing Social Again. In Proceedings of the 1st International Conference on Designing Interactive User Experiences for TV and Video. UXTV ’08. ACM, New York, NY, 85-94.

Chit-Chat Club (by Karahalios et al 2008)



The Chit-Chat Club is an experiment in bringing people together in a mixed physical and virtual environment. The service combines a café in real world with an online chat room. The "avantar" is in human scale. When online user enters the chat room, he can interact by talking and changing face emotions with other people near his avantar.

Reference: Karahalios, K., Donath, J. 2008 Scale, Form and Time: creating connected sociable spaces. Social Data Analysis Workshop CHI 2008
http://smg.media.mit.edu/projects/ChitChatClub/
http://social.cs.uiuc.edu/projects/Ginger/
 
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