Archive for the 'Concept' Category

WishTree: share your wishes

The basic idea of the application is that you can formulate a wish and share it with people around you. The wish takes the form of a seed that you need to cultivate by giving enough water and light. Little by little the wish grows into a tree and it starts making flowers. People nearby can see your wish because it is planted at a geolocated position and can send you comments and encouraging messages to help you make you wish come true.

The concept of the app came out of the joint work that we did last summer with the UDSI team in Barcelona. I also like the idea because of my past work with the DigitalSeed [link] etc.

If you want to try out the app: WishTree

WishTree_1.png WishTree_2.png

Mida’s touch problem of Eye-Gaze Interfacing

I came across this issue a couple of times and I decided to make a blog-post reminder for my personal glossary.

The “Mida’s Touch” problem refers to the fact that the eyes cannot be used directly as a mouse, because the eyes are never “off.” Thus one of the main problems when using the eye-gaze for selection purpose is to somehow combine it with a “clutch” that can engage/disengage eye-gaze control. A good clutch should be quick to operate, not increase the cognitive load unnecessarily and not disturb the user’s gaze-pattern, because the user will often be looking at some object when she wants to engage eye-tracking, and it would thus slow down the communication if she had to move her eyes to do it.

[More]

Cooperation without (reliable) communication: Interfaces for mobile applications

Dix, A. (1995). Cooperation without (reliable) communication: Interfaces for mobile applications. Distributed System Engineering, 3(2):171–181. [url]

———

The author reviews in this article some factors that make mobile devices less functional, for collaborative purposes, than stationary equivalents.

The aurthor uses a nice visual representation for the CSCW framework (figure 2), explaining what are the relationships between participants and artifacts in a face-to-face cooperative working situation. If the participants are cooperating, then we might expect that their direct communication is about and makes reference to the artefacts on which they are working. In F2F working, these references are very rich.

In remote communication it is often the relationship between communication and action which is lost. Often explicit means are introduced to help. The author refers to ‘group pointers’ as an arrow that can be picked up by one of the participants and then displayed on all the screens.

Annotations supports this link between action and communication in asynchronous applications. The author refers to systems as Quilt (Leland et al., 1988) and Prep (Neuwirth et al., 1992).

Feedthrough (figure 3) is the term that the author uses to define the feedback that is offered when one of the participants act on the artifacts and this action is then visible to the other participant(s). Feedthrough can be seen as a form of communication through the artefact. Feedthrough is usually slower than general feedback, however the author cautions that when these two are too out of step a problem of deictic reference might occur.

Dix Cscwframework 1  Dix Cscwframework 2

Tags: , ,

Airboard: a shared space for gesture

Last summer while I was an intern at MSR, I was thinking about this concept. When people are discussing face-to-face, speech is enriched with gestures (more so if you are Italian :-) ). Sometimes it happens that gestures depict the physical/geometrical arrangements of the objects being referenced in the discourse.

When this happens, hands moves across a sort of transparent whiteboard hypothetically placed between the speakers. I call this an “airboard”, a communication device that share some feature of a real display. For instance, invisible items can be grabbed from their position in the airboard and moved on other positions or that can be “erased” wiping the hand over the invisible item.

A pretty cool project would be to make these airboards appear with an Augmented Reality technique.

Airboards

Tags: , , ,

Games with a (double) purpose

I enjoyed Luis von Ahn‘s Google tech talk on human computation. Human computation is not something new, as always, somebody else worked on it. From wikipedia:

In computer science, human-based computation is a technique when a computational process performs its function via outsourcing certain steps to humans. This approach leverages differences in abilities and alternative costs between humans and computer agents to achieve symbiotic human-computer interaction. In traditional computation, a human employs a computer to solve a problem: a human provides a formalized problem description to a computer, and receives a solution to interpret. In human-based computation, the roles are often reversed: the computer asks a person or a large number of people to solve a problem, then collects, interprets, and integrates their solutions.

In the talk, Prof. von Ahn presented a couple of interesting statistics: first humans spend an horrible amount of time playing solitaire, a game as useless as that (btw, I am not part of this statistic): in 2003, about 9 billion human-hours were spent on this game. By contrast, only 7 million human-hours were spent building the Empire State Building. Von Ahn pointed out that if we could create games that besides being entertaining could also have a purpose, then we could be much better off.

Another premise for his work is the fact that there are lots of computational problems that are unsolved, as for instance, the spam and how to prevent illicit use of network resources. Spammers use bots to register thousands fake email addresses from which spreading spam mail. Distinguish a bot from a real human is an example of unsolved computational problem. To circumvent this it is nowadays a standard to use CAPTCHA: we take a string of random letters and we render these in an image in a process which is impossible to reverse … for a machine. On the other hand, humans are very good in pattern recognition, so we use this trick to distinguish a man from a machine.

The point of the talk was: what if we use this human ability to solve other problems that computer are not good in solving and that can be far more useful than preventing spam? For instance one of the unsolved problem is how to index an image. At the moment we use the keywords contained in the filename of the image. This is really dumb but sometimes works. But what if we put images in a game context and we ask players to tell us what is inside the image and we use this description to index the image? That was the point of the ESPGAME that Prof. von Ahn et al implemented. In the game two players randomly matched on the internet are asked to independently look at an image and give some keywords for that image. As soon as they agree on a keyword then that keyword is taken as good and the players are given some points.

I wont go in details here, as the video is explicit enough on the mechanisms of that and other marvelous games. The talk also reports incredible results from the running experiment: 75,000 players have provided 15 millions labels for images. Here I want to argue on another point. As Tim O’Reilly argued on the last column of Make, each game has a purpose, not only in the way suggested by von Ahn. Mr. O’Reilly says:

I liked von Ahn’s phrase, “games with a purpose,” but of course all games have a purpose, not merely those that put us to work helping out our computers. Play is so central to human experience that historian Johan Huizing suggested that our species be called Homo ludens, man the player. … What makers understand is that play is as important as work. It’s not just as we pass the time, it’s how we learn and explore. … We play to learn. What we make when we play is ourself.

I want to extend von Ahn phrase suggesting that each game should have a double purpose: we can help the machine while we learn and we make things. Playing solitaire is a waste but its relaxing and maybe fun. It is definitely not useful other than for the player. The best would be to make games which are fun, useful for the society because while we play we accomplish something, and useful for ourselves, because while we play we learn something.

I wish I could see examples of this last category. Anybody?

REFERENCES:

[1] Luis von Ahn, Shiry Ginosar, Mihir Kedia and Manuel Blum. Improving Image Search with Phetch. To appear in IEEE International Conference on Acoustics, Speech, and Signal Processing (ICASSP) 2007.

[2] Luis von Ahn. Games With A Purpose. In IEEE Computer Magazine, June 2006. Pages 96-98.

[3] Luis von Ahn, Ruoran Liu and Manuel Blum. Peekaboom: A Game for Locating Objects in Images. In ACM Conference on Human Factors in Computing Systems, CHI 2006. Pages 55-64.

Tags: , , , , ,

Different form of collaboration in learning

I am recycling here this nice post of Temu on this subject. He made a nice table analyzing collaboration by looking for what are the objects (some people call them artifacts) worked out, how are the scripts (processes) handled and what is the density of communication in the systems.

I think this summary is neat and simple but yet useful to distinguish and see the ordering of the different levels. One thing missing though is a link back to the theoretical framework for each level.

Colla Table Big

Tags: , , ,

Spatiality of reference: air boards

I like this concept of “air boards”, an imaginary frame in front of the person that can be accessed with hand gestures. This space is often used by co-located speaker to symbolize diagrams and objects and the basic relationships between them: e.g., this is on top, this is under, this “talks to” this other thing, etc.

In gesture languages for the deaf, air boards can be used to instantiate a set of temporal pointer which are valid during the talk session: instead of spelling “Dan gibson” every time, after the first time I take this reference to the air board so that the next times I will have just to point at it.

In the literature the air boards have been studied by Olson & Olson:

In videotapes of software design meetings we saw someone describe a complex idea by drawing with his hands in the air (the “air board”; Olson & Olson, 1991). Later someone referred to “that idea” by pointing to the spot in the air where the first person had “drawn” his idea.

Probably worth looking at: Olson & Olson 1991: Olson, G. M., and Olson, J. S. (1991) User centered design of collaboration technology. Journal of Organizational Computing, 1, 61-83.


Image Source

Tags: , ,

Sketches for design and design of sketches

Tversky, B., Suwa, M., Agrawala, M., Heiser, J., Stolte, C., Hanrahan, P., Phan, D., Klingner, J., Daniel, M.-P., Lee, P. and Haymaker, J. Sketches for design and design of sketches. In Udo Lindemann (Editor), Human behavior in design: Individuals, teams, tools. Pp. 79-86. Berlin: Springer. [pdf]
—————-

This paper presents a summary of the different experiments the author did trying to understand the basic mechanisms of human drawings and how these are related to design.The basic assumption is that in sketches form is intimately interrelated to function. Also in sketches omissions and distortion are sistematic and so useful that they can serve as cognitive design principle for computer algorithms.

One of the core definition of the authors is the contructive perception: the ability to reorganize parts of a schetchin the service of generating new ideas. The authors believe that this ability can be fosterted. The paper report a study conducted with abstract drawings. People who adopted the strategy to reorganize the parts of the drawing produced more interpretations than those who did not reorganize the parts. Differences between novice and experts seems to pivot on the same ability.

Other studies on the ability of people to design diagrams to give directions or instructions shows an intentional distortion of these representation to highlight specific aspect or feature of the part represented. These distortions seems even to occur in memory and are used by the authors of the diagrams to increase their usefulness.

Technorati Tags: , , , ,

Latour inscriptions

In this paper [1], Latour inscriptions are defined as the process by which social practices and technological artifacts become inextricably intertwined: the structure of the system mirrors the structure of the organization who has produce it.

[1] De Souza, C., Froehlich, J., and Dourish, P. 2005. Seeking the Source: Software Source Code as a Social and Technical Artifact. Proc. ACM Conf. Supporting Group Work GROUP 2005 (Sanibel Island, FL.)

Spreading Activation

This idea follows some research into memory that says that the probability of an event to happen is inversely proportional to the time that passed since it last happened.

The idea started from the assumption that memory contains concepts. These are associated. Those that are more ‘activated’ are easier to recall. The activation of a given concept depends on two things: the base activation of that concept and the sum of the activation of associated concepts multiplied by the strength of association.

Memory-Model

Copyright notice: the present content was taken from the following URL, the copyrights are reserved by the respective author/s.

Tags: , ,