Program- CHI 2011 Child Computer Interaction: 2nd Workshop on UI Technologies and Educational Pedagogy |
Posted: 29 Mar 2011 05:10 PM PDT CHILD COMPUTER INTERACTION: 2ND WORKSHOP ON UI TECHNOLOGIES AND THEIR IMPACT ON EDUCATIONAL PEDAGOGY May 7, 2011 In conjunction with CHI 2011, Vancouver, Canada PROGRAM (Draft) 9:00am – 09:05am Introduction 9:05am - 10:05am Paper Session I (8min presentation, 4min Discussion) Evaluating Pervasive Classrooms • Son Do-Lenh et al.: Classroom-experience evaluation: An ecological approach to evaluating pervasive technologies in classroom • Kathryn Rounding et al.: Evaluating Interfaces with Children • Dan Morris et al.: Using Machine Learning to Scaffold Artistic Creativity in Education • Tamara Polajnar et al.: Enabling Picture-based Querying and Learning with the JuSe Interface • Hamed Alavi et al.: Lantern 2.0: A Pervasive Scripting Tool 10:05am - 11:00am Coffee Break and Preparation time for short talks 11:00am - 12:10pmPaper Session II (8min presentation, 4min Discussion) Collaboration in Math: Fears, Myths, and Insights • Nicola Yull et al.: Pass the iPad: Comparing collaboration on paper and screen • Veronika Irvine et al.: Math Education: A Creative Approach • Group talk: Math and Embodied Agents a. Kristina Richter et al.: Bridging Diagnosis and Learning for Mathematics Education in Classroom Setting b. Lisa Anthony et al.: Handwriting Interaction for Math Tutors: Lessons for HCI in Education c. Andrew Jensen et al.: Using Embodied Pedagogical Agents and Direct Instruction to Augment Learning for Young Children with Special Needs • Group talk: Dispelling Myths About the Next Generation Classroom a. Alex Thayer et al.: The Myth of the Paperless School: Replacing Printed Texts with E-readers b. Sharon Oviatt: Designing Digital Tools for Thinking, Adaptive Learning and Cognitive Evolution c. Alexandra Dunn et al.: Designing Classroom Technology to Meet the Needs of All • Group talk: Games, Wearables and Fun Learning. a. Christiane Moser et al.: Child-Centered Game Development b. Lizbeth Escobedo et al.: Blue's Clues: An Augmented Reality Positioning System c. Si Jung Kim et al.: Wearable Story: A Story Telling Jacket for Young Children to Improve Their Independent Physical and Learning Activities 12:10pm - 1:30pm Lunch 1:30pm - 2:30pm Paper Session (10 min presentation, 5min Discussion) Tangibles and Tabletops • Izdihar Jamil et al.: Communication Patterns in Collaborative Peer Learning around Interactive Table • Aura Pon et al.: Graspable Music and Vuzik: Music Learning and Creativity using an Interactive Surface • Ahmed Kharrufa et al.: Learning at interactive surfaces and designing for reflection • Cristina Sylla et al.: TOK – a Tangible Interface for Storytelling • Group talk: Tables and Tangibles • a.Robert Sheehan: Constructionism, Programming and Touch Interfaces • b. Orit Shaer et al.: Making the Invisible Tangible: Learning Biological Engineering in Kindergarten • c. Sebastien Kubicki: Evaluation of an interactive table with tangible objects: Application with children in a classroom • d. Cristina Emilia Costa et al.: I-Theatre: developing narratives skills in kindergarten children • e. Wooi Boon Goh et al.: Potential Challenges in Collaborative Game Design for Inclusive Settings 2:30pm - 3:00pm Coffee Break 3:00pm - 4:00pm Breakout Discussion (What are future challenges? Next years workshop?) 4:00pm - 4:45pm Closing Keynote TBA 4:45pm - 5:00pm Closing Remarks 7:00pm Optional Workshop Dinner RELATED Workshop Website ACM-CHI 2011 Conference Website |
SIFTEO, the next-gen Siftables! (Tangible User Interfaces for All) Posted: 29 Mar 2011 04:45 AM PDT Despite my enthusiasm for TUI's , I somehow missed the news about the transformation of Siftables to a commercial version, Sifteo: Sifteo Inc. Debuts Sifteo™ Cubes - A New Way To Play (PDF) "Sifteo cubes are 1.5 inch computers with full-color displays that sense their motion, sense each other, and wirelessly connect to your computer. You, your friends, and your family can play an ever-growing array of interactive games that get your brain and body engaged. Sifteo's initial collection of titles includes challenging games for adults, fun learning puzzles for kids, and games people can play together." -Sifteo website For more information, see the Sifteo website, blog, and YouTube channel. If you can't wait to get your own set, take a look at Josh Blake's Sifteo Cube Unboxing Video!RELATED About two years ago, I was interviewed about my thoughts about the interactive, hands-on, programmable cubes, then called Siftables, for an article published in IEEE's Computing Now magazine: Siftables Offer New Interaction Mode (James Figeuroa, Computing Now, 3/2009). For those of you who'd like more information about tangible user interfaces (TUIs) and the development of Siftables, I've copied my 2009 post, Tangible User Interfaces, Part I: Siftables, below: In 1997, the vision of tangible user interfaces, also known as TUI's, was outlined by Hiroshi Ishii and Brygg Ullmer of the Tangible Media Group at MIT, in their paper, "Tangible Bits: Towards Seamless Interfaces between People, Bits, and Atoms" (pdf). According to this vision, "the goal of Tangible Bits is to bridge the gaps between both cyberspace and the physical environment, as well as the foreground and background of human activities." This article is is a must-read for anyone interested in "new" interactive technologies. The pictures in the article of the metaDesk, transBoard, activeLENS, and ambientRoom, along with the references, are worth a look, for those interested in this seminal work. Another must-read is Hiroshi Ishii's 2008 article, Tangible Bits: Beyond Pixels (pdf). In this article, Ishii provides a good overview of TUI concepts as well as the contributions of his lab to the field since the first paper was written. Related to Tangible User Interface research is the work of the Fluid Interfaces Group at MIT. The Fluid Interfaces Group was formerly known as the Ambient Intelligence Group, and many of the group's projects incorporate concepts related to TUI and ambient intelligence. According to the Fluid Interfaces website, the goal of this research group is to "radically rethink the human-machine interactive experience. By designing interfaces that are more immersive, more intelligent, and more interactive we are changing the human-machine relationship and creating systems that are more responsive to people's needs and actions, and that become true "accessories" for expanding our minds." The Siftables project is an example of how TUI and fluid interface (FI) interaction can be combined. Siftables is the work of David Merrill and Pattie Maes, in collaboration with Jeevan Kalanithi, and was brought to popular attention through David Merrill's recent TED talk: David Merrill's TED Talk: Siftables - Making the digital physical -Grasp Information Physically "Siftables aims to enable people to interact with information and media in physical, natural ways that approach interactions with physical objects in our everyday lives. As an interaction platform, Siftables applies technology and methodology from wireless sensor networks to tangible user interfaces. Siftables are independent, compact devices with sensing, graphical display, and wireless communication capabilities. They can be physically manipulated as a group to interact with digital information and media. Siftables can be used to implement any number of gestural interaction languages and HCI applications....Siftables can sense their neighbors, allowing applications to utilize topological arrangement..No special sensing surface or cameras are needed." Siftables Music Sequencer from Jeevan Kalanithi on Vimeo. More about Siftables: Rethinking display technology (Scott Kirsner, Boston Globe, 7/27/08) TED: Siftable Computing Makes Data Physical Siftables: Toward Sensor Network User Interfaces (pdf) It seems that people really like the Siftable concept, or they don't see the point. I found the following humerous critique of Siftables on YouTube: "Imagine if all the little programs you had on your iphone were little separate chicklets in your pocket. You'd lose em. Your cat would eat em. You'd vacuum them up. They'd fall down in the sofa. They'd be all over the car floor. You'd throw them away by mistake..." In my opinion, it is exciting to learn that perhaps some of this technology has the potential of becoming main-stream. |
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