Tuesday, May 3, 2011

Extra Paper #10

Reference:
Visible and controllable RFID tags
Nicolai Marquardt
Alex Taylor
Nicolas Villar
Saul Greenberg
Proceeding CHI EA '10 Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems 

Summary:
Radio frequency identification (RFID) tags containing privacy-sensitive information are increasingly embedded into personal documents (e.g., passports and driver's licenses). The problem is that people are often unaware of the security and privacy risks associated with RFID, likely because the technology remains largely invisible and uncontrollable for the individual. To mitigate this problem, the authors developed a collection of novel yet simple and inexpensive alternative tag designs to make RFID visible and controllable. For awareness, our tags provide visual, audible, or tactile feedback when in the range of an RFID reader. For control, people can allow or disallow access to the information on the tag by how they touch, orient, move, press, or illuminate the tag. 

Discussion:
I think that this is an interesting paper.  Today, where people can scan RFIDs from a credit card in a wallet or purse just by walking by with a scanner, something needs to be done.  This would help reduce the risk of having an RFID.  Whether it provides feedback when scanned, or only allowing certain information on the RFID, this could help reduce identity theft.

 

Extra Paper #9

Reference:
Ohan Oda
Steven Feiner
Proceeding CHI EA '10 Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems

Discussion:
This paper is about two fast-paced augmented reality games. One is a single-player game experienced through a head-worn display. The player manipulates a tracked board to guide a virtual ball through a dynamic maze of obstacles. Combining the 3DOF absolute orientation tracker on the head-worn display with 6DOF optical marker tracking allows the system to always account for the correct direction of gravity. The second game is a networked, two-player, first-person-shooter, in which tracked hand-held UMPCs are used to blast virtual dominoes off a table. Players' virtual locations are warped to keep them from physically interfering with each other.

Discussion:
Ok, I think that this is definitely one of the more interesting papers.  For years, I have thought about virtual/augmented reality games.  I think that this is one of every gamers dream.  This could be adapted to make today's games more interactive.  I would definitely like to try out this system.



Extra Paper #8

Reference:
Critical gameplay: software studies in computer gameplay
Lindsay Grace
Proceeding CHI EA '10 Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems

Summary:
The computer game software with which we interact on a daily basis not only entertains us, it trains us into specific patterns. This paper is about Critical Gameplay.  Critical Gameplay is a design practice which endeavors to expose and redesign the patterns to which standard gameplay subscribes. The ongoing project seeks to identify the dominant values, philosophies and problem solving models reinforced by computer games and provides prototypical alternates to those standards. 

Discussion:
I play video games.  Granted I mostly play console rather than PC.  I have seen how games instill pattern on gamers though.  I think that this is intersting to see someone try to change gaming patterns.  

Extra Paper #7

Reference:
Robotany: Breeze
Jill Coffin
Proceeding CHI EA '10 Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems

Summary:
This paper describes Breeze, a live roboticized tree.  Breeze is part of a research program called Robotany, which uses techno-organic artifacts to study technology-human interaction.  Breeze was exhibited in Switzerland and in San Jose in 2006 as two different types of trees.  Visitor interaction with Breeze is interpreted through a series of narratives. These narratives yield results with implications for human-computer interaction research.

Discussion:
I thought that this was interesting.  I thought that t was odd that there was a different reaction to the different types of trees.  However, I am curious as to if it was the different type of tree, or the differences in culture between Switzerland and San Jose.


 

Extra Paper #6

Reference:
Critical Point, a composition for cello and computer
Roger Dannenberg
Tomas Laurenzo
Proceeding CHI EA '10 Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems

Summary:
This paper is about an application called Critical Point.  Critical Point is written for solo cello and interactive computer music system with two to four channel sound system and computer animation. The cellist plays from a score, and the computer records and transforms the cello sounds in various ways. Graphics and video are also projected. The computer-generated graphics are affected by audio from the live cellist. Critical Point is written in memory of the artist Rob Fisher.

Discussion:
I thought that this paper was interesting.  I played music before college, and I thought that this was a cool idea.  While I believe that cello players are not very common, i was interested that they made this because of a former musician. I think that this would be an interesting program to use.






Extra Paper #5

Rerference:
LiquidText: active reading through multitouch document manipulation
Craig Tashman
Proceeding CHI EA '10 Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems

 
Summary:
Active reading, involving acts such as highlighting, writing notes, etc., is an important part of knowledge workers' activities. Most computer based active reading support has sought to better replicate the affordances of paper. Instead, this paper seeks to go past paper by proposing a more flexible, fluid document representation, controlled through gesture and multitouch input. Formative evaluations revealed details about modern active reading behavior and early reactions to the prototype system.

Discussion:
I thought that this design was really interesting.  A lot of people like to highlight or mark in books or on paper while reading.  I think that the design of LiquidText will help users for taking notes without using paper, and make it easier to pull out passages that they find important.

 

Extra Paper #4

References:
Improved window switching interfaces
Susanne Tak and Andy Cockburn
Proceeding CHI EA '10 Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems

Summary:
Switching between windows on a computer is a frequent activity, but current switching mechanisms make it difficult to find items.This paper is about ways to improve window switching interfaces. Studies reveal how people currently organise and switch between windows. These characteristics inform the authors' design new design: Spatially Consistent Thumbnails Zones (SCOTZ).



Discussion:

I thought that the interface described in this paper could be useful.  It is often that I am switching between different windows.  It is also often that I switch to one that I didn't intend to go to.  The interfaces today are not great.  I think that this would help a lot of people while using a computer.