Chair: Eric Paulos, Carnegie Mellon University, USA
Keep in Touch: Channel, Expectation and Experience
Contribution & Benefit: Describes a remote touch study, showing communicative touch accompanied by speech can significantly influence people's sense of connectedness. Identifies perception of communication intention as an important factor in touch communication design.
Abstract » This paper investigates whether and how digitally mediated social touch (remote touch) may influence the sense of connectedness toward a speaker and the emotional experience of what is being communicated. We employ an `augmented' storytelling methodology where we manipulate the modality of an `emotive' channel that accompanies the speech, and the contextual expectation of the listener. Comparing a remote upper-arm touch against a similarly timed flashing light, we explore the importance of the touch modality in affect conveyance. Our second manipulation involves two cover stories where the listener is told that the touch or flashing light is triggered either by the storyteller expressively squeezing a touch input device while speaking, or by measured `high points' in the mental state of the storyteller. Our results show that the story accompanied by communicative touch resulted in a significant increase in the sense of connectedness with the storyteller over the speech-only condition, and a trend toward greater affective conveyance.ACM
TAP & PLAY: An End-User Toolkit for Authoring Interactive Pen and Paper Language Activities
Contribution & Benefit: This paper presents a toolkit for authoring interactive multimodal language activities using a digital pen. We describe the system's development and a field deployment with over 70 users.
Abstract » Hybrid paper-digital interfaces are a promising approach for supporting language activities. The familiarity of pen and paper makes it a particularly attractive media for many user groups, including young children. Digital pens enhance interaction with traditional paper content by playing and recording audio and recognizing handwriting and gestures. Currently, generating custom interactive paper documents involves some programming, limiting its use by many user groups (e.g., educators and families) who might especially benefit from application of hybrid paper-digital interfaces in their practices. To address this need, we developed an end-user Toolkit for Authoring Pen and Paper Language Activities (TAP & PLAY). This paper describes the iterative development of the toolkit, its accessibility for novice non-technical users, and use in three different contexts for early language learning. We demonstrate and document the system's usability, generality, and utility for people who want to create and tailor their own custom interactive paper-based language activities.ACM
At Home With Surface Computing
Contribution & Benefit: Presents findings from field study of novel tabletop system, including design guidelines.
Abstract » This paper describes a field study of an interactive surface deployed in three family homes. The tabletop technology provides a central place where digital content, such as pho-tos, can be easily archived, managed and viewed. The tab-letop affords multi-touch input, allowing digital content to be sorted, triaged and interacted with using one or two-handed interactions. A physics-based simulation adds dy-namics to digital content, providing users with rich ways of interacting that borrows from the real-world. The field study is one of the first of a surface computer within a do-mestic environment. Our goal is to uncover people�s inter-actions, appropriations, perceptions and experiences with such technologies, exploring the potential barriers to use. Given these devices provide such a revolutionary shift in interaction, will people be able to engage with them in eve-ryday life in the ways we intend? In answering this ques-tion, we hope to deepen our understanding of the design of such systems for home and consumer domains.ACM
StoryCrate: Tabletop Storyboarding for Live Film Production
Contribution & Benefit: We describe a prototype tangible, tabletop interface deployed on a film shoot, which uses a storyboard as a shared data representation to drive team creativity.
Abstract » Creating film content for broadcast is a high pressure and complex activity involving multiple experts and highly specialized equipment. Production teams are under continuous pressure to produce ever more creative and groundbreaking content while reducing the budgets and human resources required. While technologies are being developed for digitizing and streamlining sections of the production workflow, a gap remains between creative decisions made on location, and those made during digital editing and post-production. We describe a prototype tangible, tabletop interface to be deployed on a film shoot, which uses a storyboard as a shared data representation to drive team creativity. We define creativity in terms of team production, discuss our implementation and describe a deployment in which the prototype was used by a professional production team during a film shoot. Finally we describe a number of interesting interactions that were observed and consider the implications of our design decisions on the creative process of film making and the benefits of tangible, tabletop collaborative interactive displays in live film production.ACM