This video, made by Sjriek Alers, has been shown as part of a Demo on DeSForM 360, the 5th International Workshop on Design & Semantics of Form & Movement October 26 & 27, 2009 Taipei, Taiwan. It is a compilation of some of the student work for the assignment Creative Programming for designers (Creapro) Showing what the students have learned in behavioral programming with the AdMoVeo robot platform and using the Arduino.
Most of the design students do not have inherent affinity towards programming and electronics. The AdMoVeo robotic platform is designed, purely for teaching the industrial design students basic skills of programming and for motivating and encouraging the design students to explore their creativity with their passions in graphical and behavioral design.
J. Hu and S. Alers, “AdMoVeo: An Educational Robotic Platform For Learning Behavior Programming,” in DeSForM 2009: Design and Semantics of Form and Movement, Taipei, Taiwan, 2009, pp. 218-219.
FULLTEXT: PDFHTML REFERENCE: BibTeXEndNote
C. Bartneck and J. Hu, “Scientometric Analysis of the CHI Proceedings,” in the Conference on Human Factors in Computing Systems (CHI2009), Boston, 2009, pp. 699-708.
FULLTEXT: PDFHTML REFERENCE: BibTeXEndNote
DOI: 10.1145/1518701.1518810
Boyd, Danah. 2009. “Remarks from Panel on ‘Scientometric Analysis of the CHI Proceedings’ at CHI 2009.”
In his report, “…The concept is visioned to be a one-of-a-kind lighting installation that reflects the contextual status of a (public) building or space. One-of-a-kind means that it is not an actual product, but it’s tailored and made specifically for a certain place. The actual contextual status it communicates therefore also depends on the placement. The way it communicates this contextual information was approached in a rather artistic way, as in the metaphorical flowing or raining of coloured light. The metaphor ‘flow’ as in the flow of people (the context of movements) or being in mental flow (immersed in the activity; the context of activity). Coloured lighting as output was chosen for its attractiveness and diverse capabilities. The lighting is placed inside dozens of glass-formed raindrops hanging from the ceiling, animating the falling of rain in diverse colours, speed and frequency. It is not an individual drop that has a particular meaning. Instead, it’s the total picture the complete installation radiates that gives it its meaning. The different output variables (colour, diversity in colour, speed of falling, frequency of falling, etc) do not reflect different input variables, but change and work simultaneously to give an impression of the contextual status…”
Almost 2 billion people are traveling by airplane every year. A large group of passengers experience discomfort or stress in some degree during a flight. This is not surprising because on the one hand humans have not evolved naturally to fly and are better suited to terrestrial travel. On the other hand airlines try to fit as many chairs in a plane as possible to keep the ticket prices low with limited seating space in economy class as result.
In 2006 an European funded project entitled “SEAT” (smart technologies for stress free air travel) was set up to investigate and develop new innovative ways to improve comfort in air travel. The final master project described in this report is executed as part of the SEAT project and has the objective to improve the perceived level of comfort in air travel. Because the term “comfort” is quite broad it was further defined as reducing psychological stress and supporting passengers with their activities during a long-haul flight.
Abstract In this paper, we present a software architecture support for biofeedback in-flight music systems to promote stress free air travels. Once the passenger sits in a seat of a flight, his/her bio signals are acquired via non intrusive sensors embedded in the seat and then are modeled into stress states. If the passenger is in a stress state, the system recommends a personalized stress reduction music playlist to the passenger to transfer him/her from the current stress state to the target comfort state; if the passenger is not in a stress state, the system recommends a personalized non stress induction music playlist keep him/her at comfort state. If the passenger does not accept the recommendation, he/she can browse the in-flight music system and select preferred music himself/herself.
Keywords in-flight music; biofeedback; healthy air travels; stress reduction.
H. Liu, J. Hu, and M. Rauterberg, “Software Architecture Support for Biofeedback Based In-flight Music Systems,” in 2nd IEEE International Conference on Computer Science and Information Technology (ICCSIT 2009), Beijing, China, 2009, pp. 580-584.
FULLTEXT: PDFHTML REFERENCE: BibTeXEndNote
DOI: 10.1109/ICCSIT.2009.5234489
“In the ‘Contextual Information Exchange’ project, the focus was on communicating the context of one user to another user. In this project I focused on creating a feeling of connectedness over distance. To create this feeling of connectedness, I did research to the missing-links between face-to-face and distant communication and concluded that virtual shadows of real physical objects or people can create a feeling of physical presence on ‘the other side’.
In this project we worked in three iterations, the last two iterations were done individually. In the second iteration I developed a concept in which the shadows of stones can form a new medium of communication over distance. The stones on one side are transfered into shadows on the other side and vice versa. This will create a decorative piece of stones and shadows, that is made with use of two persons that live on a distance from each other.
The final concept is the ‘Movow’, which stands for ‘Moving Shadow’. In this concept the amount of people and the speed with which these people move are detected in one room, and transfered into shadows of the ‘Movow’ light object in another room. The ‘Movow’ is able to generate shadows according to the amount of people and movement. When there are not that much people in the other room, only the lower ring of the prototype will be lit. When the amount of people increases, the light will ‘grow’ to the ceiling. The speed with which the lights will be circulate in the rings, depends on the movement of the people in the other room. For this concept a prototype is build that represents the light and shadow capabilities of the concept.”
I was invited by the ICAIT Technical Program Committee to give an invited talk about the values across the virtual and real. With an audience of people from the field of sensors, optical communication and wireless network, it was interesting to see how people are interested in the topic which was less hardware oriented.
Abstract Virtual societies and virtual worlds are now patriotically a part of lives of many people, especially the younger generations who have been growing up with the internet and mobile networks. Negative influences such as internet addiction and aggressive behavior have drawn attentions from researchers. As a result the focus has been on how to prevent them from spending too much of time in virtual societies and virtual worlds. A more interesting approach would be, by positively transferring or exchanging the values between the virtual and the real, to reach a more balanced experience in both worlds.
J. Hu and S. Offermans, “Beyond L\$: Values across the Virtual and the Real,” in International Conference On Advanced Infocomm Technology , Xi’an, China, 2009, vol. conf07a361, pp. 1-4.
FULLTEXT: PDFHTML REFERENCE: BibTeXEndNote
“The number around the clock will change according to the social status of other’s. The size of the number and the distance to the clock are proportional. Larger the size, longer the distance stands for socialing and vice versa. The color in the middle will show dynamic situation of social environment.”
Abstract. This paper addresses the issues of distributed interactions in a simulation based medial training environment, where a team of doctors, nurses and assistants are trained for handling difficult delivery situations using simulations. A scripting language is proposed, using a metaphor of play, with which the timing and mapping issues in distributed presentations are covered. A generic architecture for the systems is also presented, which covers the timing and mapping issues of conducting such a script in a medical training environment. The difference between playing a medical training scenario and playing a multimedia entertainment scenario is discussed, based on which the future research and development are proposed.
J. Hu and L. M. G. Feijs, “A Distributed Multi-agent Architecture in Simulation Based Medical Training,” Transactions on Edutainment , vol. III, LNCS 5940, pp. 105-115, 2009.
FULLTEXT: PDFHTML REFERENCE: BibTeXEndNote
Extended abstract:
J. Hu, and L. Feijs, “A Distributed Multi-agent Architecture in Simulation Based Medical Training,” Learning by Playing. Game-based Education System Design and Development, Lecture Notes in Computer Science Series, 5670/2009, M. Chang, R. Kuo, Kinshuk et al., eds., p. 49, Banff, Canada: Springer Berlin / Heidelberg, 2009.
FULLTEXT: PDFHTML REFERENCE: BibTeXEndNote
DOI: 10.1007/978-3-642-03364-3_6