Open doors and productivity

While reading "Richard Hamming: You and Your Research" (a tremendously interesting talk at Bellcore in 1986, found on Paul Graham's website), I ran across this excerpts I fully concur with:

I noticed the following facts about people who work with the door open or the door closed. I notice that if you have the door to your office closed, you get more work done today and tomorrow, and you are more productive than most. But 10 years later somehow you don't know quite know what problems are worth working on; all the hard work you do is sort of tangential in importance. He who works with the door open gets all kinds of interruptions, but he also occasionally gets clues as to what the world is and what might be important. Now I cannot prove the cause and effect sequence because you might say, ``The closed door is symbolic of a closed mind.'' I don't know. But I can say there is a pretty good correlation between those who work with the doors open and those who ultimately do important things, although people who work with doors closed often work harder. Somehow they seem to work on slightly the wrong thing - not much, but enough that they miss fame.

This is really something I was struck by in the various organizations where I've worked.

Locatis: swiss company / dog tracker

Locatis is an interesting swiss company working in the field of geolocation and mobile devices.

Locatis SA, which was founded in 2005, is a company active in geo-localisation technologies.

We can help you to develop the specifications manual of the product you wish to put on the market.

In work of this kind, Locatis will be responsible for all the necessary stages of electronic design, design and CAO modelling, electronic and plastic prototyping, programming, industrialisation, tests and production up to completion of the final product.

Their first product is:

The PB 100 is a geo-localisation search device combining GPS and GSM technologies, especially developed to track dogs. This new product on the Swiss market is a true wonder of innovative technology that nonetheless remains easy to use.

By fixing the PB100 device on your dog’s collar, you can now feel totally at ease. Thanks to the PB100 and its corresponding search platform, if your dog runs away it could be localised in a matter of seconds.

Searches of this kind can be made via Internet, SMS, or by telephone.

3D Tractus: a three-dimensional drawing board

This paper describes an impressive three-dimensional drawing board:

3D Tractus: a simple and inexpensive system for interaction and exploration of three-dimensional (3D) data. The device is based on a traditional drawing board-like mechanical structure that can be easily moved up and down while its surface height is being tracked using a simple sensor. Users interact with a tablet or tablet PC that rests on the surface while simultaneously changing its height. The result is direct mapping of virtual and physical spaces allowing intuitive 3D interaction and data exploration. The 3D Tractus allows us to investigate novel 3D interaction techniques based on sketching and drawing as well as intuitive visual indicators and GUI layouts. The 3D Tractus’ simple design concept can be easily adapted to other tabletop systems and the simple nature of the physical interaction allows the design of various exciting applications. We detail here the design and development of the 3D Tractus hardware and software as well as preliminary evaluation of a 3D drawing and sketching application realized using the new tabletop interface.

Why do I blog this? after 3d printing, 3d drawing is a good domain for innovation that concerns interfaces.

Some thoughts about eye tracking (+collaborative or mobile settings)

At the lab we've been discussing how we can use eye tracking methodologies for our research projcts about 'mutual modeling'. This lead me to a quick web of science/google scholar scan of what is available concerning the use of this technique to study collaborative interfaces usage. I went forward by looking at whether this can be used in mobile settings. With regard to mobile context analaysis, I ran across this intriguing project at igargoyle: Building a lightweight eyetracker by Jason S.Babcock & Jeff B. Pelz from Rochester Institute of Technology:

(picture taken from the article)

Eyetracking systems that use video-based cameras to monitor the eye and scene can be made significantly smaller thanks to tiny micro-lens video cameras. Pupil detection algorithms are generally implemented in hardware, allowing for real-time eyetracking. However, it is likely that real-time eyetracking will soon be fully accomplished in software alone. This paper encourages an “open-source” approach to eyetracking by providing practical tips on building lightweight eyetracking from commercially available micro-lens cameras and other parts. While the headgear described here can be used with any dark-pupil eyetracking controller, it also opens the door to open-source software solutions that could be developed by the eyetracking and image-processing communities. Such systems could be optimized without concern for real-time performance because the systems could be run offline.

This seems to be interesting but having three lightweight devices like this would be really hard. Another cheap solution can be found in this paper: Building a Low-Cost Device to Track Eye Movement by Ritchie Argue, Matthew Boardman and Jonathan Doyle, Glenn Hickey:

we examine the feasibility of creating a low-cost device to track the eye position of a computer user. The device operates in real-time using prototype Jitter software at over 9 frames per second on an Apple PowerBook laptop. The response of the system is sufficient to show a low-resolution cursor on a computer screen corresponding to user’s eye position, and is accurate to within 1 degree of error. The hardware components of the system can be assembled from readily available consumer electronics and off-the-shelf parts for under $30 with an existing personal computer.

Now, if we want to use this to study collaborative software, it's not easy, as attested by this paper: Using Eye-Tracking Techniques to Study Collaboration on Physical Tasks: Implications for Medical Research by Susan R. Fusell and Leslie D. Setlock. The paper discusses eye-tracking as a technique to study collaborative physical tasks, namely a surgical team might collaborate to save treat a patient. They bring forward the tremendous potential as a tool for studying collaborative physical tasks and highlight some limitations:

The eye tracker typically can’t be calibrated correctly for a sizeable proportion of participants (up to 20%). Furthermore, the head-mounted device may slip over the course of a task, requiring recalibration to avoid data loss. This creates problems in collecting high-quality data. (...) Gaze data also requires considerable effort to process. (...) manual coding could quickly become unwieldy in a setting with many, many possible targets

High Def pictures that fool pets

Via the Presence-L mailing list, many High-Definition TV owners report that their pets are having trouble distinguishing the realistic picture from reality itself.

I first noticed this phenomenon in 2001 when I brought home my first high-def set. Surfing the dial, I stumbled upon a HDTV channel that was showing a documentary on the American Bald Eagle. Snoopy was taking a cat nap in a chair to the left of the TV, but suddenly looked up and saw an eagle soaring across the screen. She immediately walked over and began watching -- and she hasn't stopped yet.

As the caption in the article says: "Snoopy tries to catch a fish in a PBS documentary in high-def".

Why do I blog this? well, I don't want to design TV programs for pets but this is an intriguing fact.

A butterfly-watching system with WiFi PDAs

Chen, Y-S, Kao, T-C, Yu, G-J and Sheu, J-P (2004). A mobile butterfly-watching learning system for supporting independent learning. Proceedings of the 2nd International Workshop on Wireless and Mobile Technologies in Education. JungLi, Taiwan: IEEE Computer Society, 11-18 It's a butterfly-watching system implemented and tested at an elementary school in Taiwan aimed at being used to teach the different kinds of butterflies in the region.

The proposed BWL system was designed using a wireless mobile ad-hoc learning environment. In our designed system, each individual learner has a wireless handheld device, which is a PDA (Personal Digital Assistant) with an IEEE 802.11 wireless network card and a small-sized CCD camera. One instructor has a notebook computer with a Wi-Fi wireless LAN card which serves as the local server. The notebook has a complete butterfly database. All learners’ wireless handheld devices and the notebook constitute a mobile ad-hoc learning environment. During the butterfly-watching activity, each learner takes a distinct butterfly picture, and wirelessly transmits the picture to the local server. A content-based butterfly-image retrieval technique is applied herein to search for the most closely matching butterfly information, which is returned in real time to the learner’s wireless handheld device. To illustrate the effect of the BWL system, an outdoor BWL activity was actually performed at elementary school in Taiwan.

Why do I blog this? I am looking for references about mobile learning applications for a paper I am currently writing.

Qualitative analysis representation

Yesterday I attended Jean-Baptiste's lecture about qualitative analysis of human-computer ineraction in the CSCW course. His slides are available here. What I really appreciated is the way JB visually represents the data collected to bring forward relevant information or patterns. For instance, in this example, he picked up one of the critical events that occurred during a study about how students interact with an interactive table:

Why do I blog this? on a different granularity of analysis, I'd like to have this kind of approach in CatchBob!, especially while analyzing specific moments of interaction between players; namely when the participants understand (or not) what their partner(s) is(are) doing and on which information they rely on to predict this. This is definitely one of the core question of my phd research, with an emphasis on how location-awareness can impact this.

Rubber-Bands Interactions

People interested in physical interaction MUST check this incredible resource: the Ultimate Guide to Shooting Rubber Bands by Tim Morgan.

we will discuss the many methods of arming and firing a rubber band. Proper mounting and delivery is critical towards making the rubber band go where you want it to. With practice, you should be able to mount your rubber band swiftly and before your opponent can disarm it.

What is of interests are the tricks and methods to use then in various kind of battles. There are some tricks like the following:

My point is that help thinking about new kind of interfaces or way to interact with objects. The crux issue here is the fact that the affordance of a rubber band is malleable and can be apprehended differently.

Social Bluetooth Games

While surfing the web, trying to find some good bluetooth games, I ran across this nice text by Daniel Blackburn (manager of Carbon Based Games) about social bluetooth games. It explores some of the possible social gaming opportunities that now exist due to the recent proliferation of Bluetooth enabled mobile devices. The author has good points about it:

One of the main problems will probably be gaining a critical mass of players to make the game work. If the only way people can play a game is via Bluetooth they will soon loose interest if there are no other users around them to interact with. One way around this is to view the Bluetooth elements of the games as an enhancement rather than the core game. (...) Bluetooth has the added excitement that the people you playing with or against are within a few metres of you. They may be know to you or they may not be. (...) One way to establish Bluetooth social games initially would be to allow users to set up there own games for just them and there friends that they have invited into the game. 'Killer', the live action role-playing game by Steve Jackson is a good example of this. (...) Another factor that could help to speed up this process (...) Bluetooth offers a new viral like form of distribution.

Relying on the Mogi-Mogi game experience, the author questions whether the bluetooth social games might modify people's behavior in physical space by creating new technosocial situations:

With GPS games such as mogi some players would detour from their everyday routes to go and pick up a virtual object. With Bluetooth enabled game will people try to get within range of someone while there phone is in their bag so they are unlikely to hear it so that they can steal virtual objects without their knowledge. Or will they stay clear of people at work because they are at a high level than the game than them and they want to avoid defeat again. Or will they be constantly checking their phone because they're convinced someone is trying to virtually assassinate them an could set of a bomb at any time. Meaning they would need to run with there phone to get it out of range of the blast.

Why do I blog this? I follow this closely from the HCI and game design point of view, the emergence of behavioral changes due to technological disruptions is still not met but it might be a matter of time. In addition, I like the idea of using bluetooth a technology for simple game design concepts a la Killer.

Yet Another Cool Gum Removal Machine

I think gum-removal technology is one my new favorite weird-tech-focus (after street cleaning vehicles and bathroom tech). The Gum Wizard is interesting for that matter: there is a vacuum to evacuate residues. It falls in the category of the "LIQUID gum remover".

The Gum Wizard - simultaneously applies steam, pressure and water-base chemical to soften and lift gum wads off any hard surface. The chemical CGR1000 used in the machine, along with the 1 3/4 inch brush, completely emulsifies and lifts the gum off the surface in just seconds. There is also a vacuum to pick up any residue and excess moisture. The machine can also be used for baseboard cleaning, sanitizing hard surfaces without chemical, graffiti removal, degrease kitchen floors and oven hoods, removing mold and mildew, and much more.

Why do I blog this? I found intriguing those extra-uncool machines, what is often interesting is how they are advertised with weird mottos like "Fantastic Values", "Helps Resist Scale Buildup!", "The difference is like night and day!!" (double mark!).

Gullivers Welt interactive table

Kai pointed me on this interactive table showed last year at the ars electronica center in linz, austria: Gullivers Welt (in german, information in english here). It's a project carried out by a good team led by Christopher Lindinger.

Gulliver’s World thematicizes the relationship between virtual and material reality, and the reality that is a blend of these two components (...) This set-up is also a multi-user mixed reality system, and one that has been confronting visitors from wide variety of backgrounds on a daily basis ever since. From its very inception, Gulliver’s Box was conceived as an experimental platform on which new interfaces and approaches to interaction could be tested in a laboratory setting as well as in actual use with the general public. But in spite of the installation being a prototype, Gulliver’s Box developed into one of the top attractions at the Museum of the Future

Online games and technology advances

Raph Koster's talk at the IBM Games on Demand webcast conference: Moore's Wall: Technology Advances and Online Game Design (thanks Regine!). The author works at Sony Online Entertainment and his talk offers some great insights about how game designers deal/cope with technology advances. Some excerpts I found pertinent:

a little bit of perspective on how game designers approach the advance of technology and frankly all the headaches it gives us. (...) The point is that we've seen a tremendous advance in the processing power, and we're going to continue to see increases in computing power even if these do not come on single processors. We're seeing a move to multi-core processors, we're seeing a move to distributed computing, and we're certainly seeing vast increases in storage space, in media, in network connectivity and broadband bandwidth, and so on. (...) Nathan Myhrvold's Law, which is that software is a gas that expands to fill its container. What this means is that if you give a programmer a really nice computer, he's going to find a way to suck it dry and use up every bit of capability that that computer has. This is particularly common in the game industry, where for various reasons -- we're an entertainment medium -- people want whatever's exciting, whatever's sexy, the eye-candy, the visuals, the speed… the result is that we're constantly pushing the boundaries of computers, and we're constantly developing games that force people to buy new machines, buy new computers. (...) So, what does this do to the games themselves? (...) The next generation of console titles is going to be looking at budgets significantly higher than the $12m. (...) In twelve years, budgets have gone up by a factor of 22. (...) The first thing to realize is that game play elements have not really become more complex. (...) The thing about technology is that it has enabled a lot of really cool stuff, a lot of really cool visuals, in theory a lot of cool AI, and stuff, but the biggest effect it has had is to make game development more complicated and more significantly, more expensive. And that’s because the technology is primarily focused on presentation. (...)

Then the author does a case study about first person shooters to show that a lot of what game designers has done is improving "the immersion factor and improve the standard ways in which we portray the environment rather than improve the fundamental game play".

And at this point the author came up with this really good statement:

Creativity is enhanced by limitations. Creativity, innovation, is largely about finding solutions within a known problem space. When the problem space starts growing too large, you can pretty much start throwing anything at the wall, and it’ll stick. And in a situation where we don’t have a particular problem to solve, it’s just human nature to fall back on known solutions. It’s just human nature to do what we have done before, only to try to do it nicer. And that fundamentally is the limitation of advances in technology as regards game design.

This reminds me what Fabien wrote about designing with constraints. Actually his blogposts does not reflect what he thinks about it but the point is that having constraints is great for design because it sets boundaries and influences.

Another great part in the talk deals with how can we cope with this situation:

The question becomes, if all this cool technology is coming along, how do we leverage it in a way that’s innovative from a game design point of view? (...) it can offer us roads towards procedural content. Already, if you play a contemporary game, odds are very good that the trees you see in that game are not all modeled by hand. Odds are they were generated by a computer using an algorithm, using middleware, products such as NatFX and SpeedTree, for example.

The next thing that can help is sandbox design. This is something such as The Sims, games where users can make use of tools provided within the game itself in order to provide new kinds of game play experiences. This is a very algorithmic approach. It’s something that computers do very well.

Lastly, technology can help with user-created content. As technology marches on, the content load becomes more difficult to create, but technology can help in tools as well as in setting the bar higher.(...) The entire genre of the first person shooter these days is propped up to a very large degree by user-created content. We should remember that 90% of the online game players out there are playing a game that was not developed by a professional: they’re playing Counterstrike, which was user-created.

Why do I blog this? Raph Koster's talk is strikingly relevant to some questions we have both at the lab and with people I work with. Great food for thoughts!

Tutorial at the GDC 2006

Four relevant tutorial I'd like to attend if I could be at the Game Design Conference 2006:

  • Do-It-Yourself Usability: How to Use User Research to Improve your Game (by guys from the Microsoft Game Studios): basics of usability testing for game developers. It covers all major steps involved, including designing and setting up a test, running participants, analyzing data, and reporting actionable results. The tutorial consists of a combination of lectures, illustrative examples from the game industry, hands-on exercises, and small-group activities run by experts in the field. At the end of the day, participants gain a deeper understanding of usability testing and how they can incorporate usability testing into their own product.
  • Game Design Considerations for Alternate Controllers (by the guys from Harmonix Music Systems): More and more gamers are connecting to their games with cameras, bongo drums, microphones, plastic guitars and a host of other unconventional controllers. Games using alternate controllers have the ability to provide fundamentally new experiences to the gaming audience, and to welcome new gamers who wouldn't normally think to pick up a console gamepad. This session uses the development of three different Harmonix games: Karaoke Revolution, Eyetoy: AntiGrav, and Guitar Hero to illustrate a common design methodology adopted by Harmonix for all three titles. We will analyze the player experience provided by each game, and describe the fundamentally similar design approach that was applied to all three projects, with very different results in each case.
  • Games on Instant Messenger: Tapping into 170 Million Interactive Users (by Bryan Tussel from MS): Instant messaging has revolutionized the way scores of people - from trend-setting teens to savvy CEOs - communicate. As a result of the technology's broad demographic adoption, casual game developers have a unique opportunity to interact with a host of new and diverse audiences. This session will explore how to leverage characteristics specific to the platform to engage players as well as Microsoft Casual Games' key learnings, successes and vision for the future.
  • The Social Dimensions of Digital Gaming (by a huge list of great speakers): This tutorial brings together expert social scientists doing research on game design, play and culture to work with designers in generating useful vocabularies for making sense of the social dimensions of digital games. Content will focus on identifying and mobilizing key sociological concepts for design practice, reviewing methodological tools useful for studying gamers and game culture, and present current research findings by a number of academics working in the field.

Why do I blog this? among all the topic the GDC deal with, those 4 topics are interesting with regards to my interests.

The Beat Jigsaw

The beat jigsaw seems to be a good interactive artifact:

The Beat Jigsaw is a jigsaw puzzle which the user can play with to create music and vj style graphics. The interface is a number of wooden blocks which can be slid around a table top. The arrangement of each piece in a certain position triggers a specific sound and corresponding video loop via a projector. By utilizing more and more pieces the user can build layers of samples and create his/her own music. The Beat Jigsaw is an Interactive Multimedia Installation which invites audience participation. It is a musical instrument, an immersive experience and most importantly, a lot of fun to play with!

As the designers says, it's "simple accessible djing for everyone" :)

Tech concepts of 2006

Popular Mechanics lists the scientific and technological breakthroughs that may spread quickly in 2006. These advances relates to various domains, I found the following interesting:

  • Body Area Network (BAN): Like everything else, implantable medical devices are going wireless. A new in-body antenna chip from Zarlink Semiconductor is in preproduction, and should appear in pacemakers and hearing implants this year. By transmitting data to and receiving instructions from nearby base stations, BAN chips can reprogram your heartbeat at your doctor's office or make a diagnosis from a bedside wireless monitor at home.
  • Internet Protocol Television (IPTV): Voice over Internet Protocol (VoIP) already lets us make phone calls over the Internet. Now, IPTV is doing something similar for video. The advantage? Convergence. If your TV is tapped into the Internet, you can program your DVR to record over the Web from your office. Future applications may add interactivity to standard TV broadcasts.
  • SPIT (SPam over Internet Telephony)
  • Pedestrian Protection System (PPS): Radar sensors and computer-controlled braking will keep drivers safer than ever, but what about pedestrians?

Some - of course - are more obvious: mobile VoIP, Ajax, metadata.

Nabztag hack

Just ran across this small hack of the WiFi rabbit Nabaztag: Nabaztag clapier (in french a clapier is a rabbit house) by Jean-Grégoire Foulon and others. From what they say, it filters some of the data that Nabaztag receives from the manufacturer's website. It can also replace nabaztag.com, allowing the rabbit to work whithout any internet access.

For the moment this is pure geek software in alpha version. It allows you to use the Nabaztag for some other purpose than it was designed for. In the next versions it will be more user friendly and implement useful functions for non technical users. For example, you may have the possibility to use leds to monitor otherthings than the weathercast and the number of mail received, such as your download rate on P2P software or the number of online buddies on your IM client.

I can be downloaded here.

I also like their page "look at Nabaztag from the inside":

Why do I blog this? following what toys hacker is a good way to see some future ideas in the field of interactive toys!

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Urban Mediator: a hybrid infrastructure for neighborhoods

Urban Mediator by Joanna Saad-Sulonen: a hybrid infrastructure for neighborhoods is a project grounded in dialogues with people and the urban environment as a way of gaining understanding of urban everyday practices. It's targeted at creating Mediator, an hybrid infrastructure to support interaction possibilities in hybrid space (physical-digital).

A network of information servers (neighborhood servers) lies at the heart of the hybrid infrastructure. Interaction with these servers can happen at specific locations in urban space, interactive spots, through proximity connection between people’s own devices and interactive public boards (neighborhood boards) or through localized access to WiFi. Interactive spots can exist at places of waiting, like bus stops or public squares. Connection to the servers can also happen through the Internet.

Yet another place-based note sharing app.

I like the author's reseach mindmap:

New academic journal about games: Games and Culture

Games and Culture: A Journal of Interactive Media is a new academic journal which seems of interest with regards to my research/work/interests.

Games and Culture: A Journal of Interactive Media is a new, quarterly international journal (first issue due January 2006) that aims to publish innovative theoretical and empirical research about games and culture within the context of interactive media. The journal will serve as a premiere outlet for ground-breaking work in the field of game studies.

Games and Culture's scope will include the socio-cultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies. Other possible arenas include:

- Issues of gaming culture related to race, class, gender, and sexuality - Issues of game development - Textual and cultural analysis of games as artifacts - Issues of political economy and public policy in both US and international arenas

It's an interdisciplinary publication, welcoming submissions by those working in fields such as Communication, Anthropology, Computer Science, English, Sociology, Media Studies, Cinema/Television Studies, Education, Art History, and Visual Arts.

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Noise-Sensitive table at the lab

The noise-sensitive table is an interactive furniture project at our lab. The new prototype is now available, as depicted on the picture below.

The Noise Sensitive Table is an example of interactive furniture based on the concept of group mirror. Its matrix of LED, embedded in the physical table, indeed displays a representation of the social interactions. The table namely reflects turn-taking patterns when students work collaboratively. The peripheral perception of this feedback allows them reflecting on the group verbal interaction or on individual contributions and, finally, deepening learning and regulating their collaboration. The first prototype of the noise sensitive table showed the interest of the concept. Continuing this project now requires adding more features. The interest is to move to more spontaneous and unconstraint interactions, where users can come, move and leave when they want.

(pictures taken by maurice cherubin)

Video Games and Advanced Technology

In the Economist "The World in 2006 print edition", there is a very good article about video games and advanced technology (registration required). Its claim is that previously the most advanced computer technology in the world could be found in research laboratories or corporate data-centres. Now it's rather in millions of living rooms, inside video-games consoles. A complimentary information is this mp3 by Tom Standage, technology editor at The Economist. Some notes:

  • gaming is no longer a kid thing: demographic shift on the way: game is a new media (now there are lot of gamers in their 40s)
  • not bigger than the movie industy but it's really moving
  • console technology is now better then tech used to do movies like star wars... high definition
  • gaming is not just a matter of having super high tech with special effects: retrograming is also great
  • future: nintendo's unusual way of doing: change the game experience (through the new console controller + games aimed at older people)
  • future: episodic gaming: buy or download game episode with new segments on a regular basis (every week)