論文アブストラクト： Communication through visible light (VLC) is gaining ground as an alternative to traditional radio communication in many settings. Effectively using VLC in creative design processes may however be difficult as the material properties of VLC can be hard to grasp and therefore to use. This paper presents a design exploration where a set of artifacts was created to enable designers to play around with VLC and better understand its properties and their potential use for design. Each artifact was designed to illustrate a particular property of light communication ranging from inner workings of transmission protocols to properties of light in itself. The set was used in two small scale workshops where users played around with the artifacts and afterward were interviewed about their experiences. Interviews and observations from the workshops suggest that users gained insights into the material properties of light communication and were also inspired to think of creative uses for VLC based on those insights
論文アブストラクト： This paper describes a contact array that outputs the maximum and minimum voltages at its contacts. The goal is to extract power for a detachable touch sensor, display, or other human-computer interaction (HCI) device that is attached to a surface by a user, and that does not have its own power source. Experimental results are shown for an array that has positive and negative outputs and a pass-through at each contact position. It solves the startup problem for a randomly-placed batteryless sensor patch or sticker, which can scan its ports to discover neighboring devices only after it obtains power. Applications include user-configurable electronic textile circuits, and new methods for prototyping and repairing large-area flexible circuits. This note describes construction of a 7x7 array, provides design rules, and examines the signal quality on two kinds of electronic surfaces.
論文アブストラクト： Wearable sensing poses new opportunities to enhance personal connections to learning and authentic scientific inquiry experiences. In our work, we leverage the body and physical action as an engaging platform for learning through live physiological sensing and visualization (LPSV). Prior research suggests the potential of this approach, but was limited to single-session evaluations in informal environments. In this paper, we examine LPSV tools in a classroom environment during a four-day deployment. To highlight the complex interconnections between space, teachers, curriculum, and tool use, we analyze our data through the lens of Activity Theory. Our findings show the importance of integrating model-based representations for supporting exploration and analytic representations for scaffolding scientific inquiry. Activity Theory highlights leveraging life-relevant connections available within a physical space and considering policies and norms related to learners' physical bodies.
生体生理学的センシングと視覚化（learning through live physiological sensing and visualization : LPSV）を通じて学習するための魅力的なプラットフォームとして、身体的および肉体的な行動を利用する。
論文アブストラクト： This paper reports on two years of ethnographic observation of the science and politics of flood risk in Colorado, as well as design research that examines citizen interaction with expert knowledge about flooding in the region. We argue that the 100-year floodplain standard that inform maps produced by the USA Federal Emergency Management Agency (FEMA)'s National Floodplain Insurance Program (NFIP) represent a problematic form of discursive closure of scientific understanding of flood hazard. We show that in order to meet the requirements of the NFIP, this standard acts as a closure that conveys a certainty that the underlying science does not warrant and foreshortens dialogue on disaster risk and public understanding of flood hazard. Engaging with literature in science and technology studies and human-centered computing, we investigate design opportunities for resisting closure and supporting public formation through encounters with the uncertainty and complexities of risk information.
論文アブストラクト： Cosmetic items do not provide functional advantages in games, but, nevertheless, they play an important role in the overall player experience. Possessing predominantly socially-constructed dimensions of value, cosmetic items are chosen, discussed, assessed, and valuated in an ongoing iterative collaborative process by communities of players. In our study, we explore the case of Dota 2 and apply Topic Modeling to community-discussions data gathered from Reddit.com. We describe social experiences related to the valuation of cosmetic items in interaction and collision of various logics, including artificial scarcity, decomposition of visual effects, and connectedness to the game lore. Our findings connect the collective experience of players in the game and on online community platforms, suggesting that non-utility-based social value construction becomes an important part of game experience.
キャラクターの見た目を変える装備アイテム(Cosmetic Item)について、 希少性、視覚効果、ゲームの伝承へのつながりを含む様々な論理の相互作用における装備アイテムの評価に関連する社会的な経験を記述。
論文アブストラクト： This paper presents the results of a within-subject longitudinal evaluation on Inscript keyboard, which is the national standard layout for Indian scripts. We studied the practical upper bound speed and accuracy as well as the effect of practice. Through longitudinal transcription task of 400 repeated attempts, we observed typing speeds for highly experienced users consistently peak close to 120 cpm i.e. 2.5 times that of fastest speeds reported in literature. Our analysis compared the lower bound times for Tap, Tap+LongPress and Shift+Tap, the three text input mechanisms in this keyboard. Among the two alternative methods, our findings established Tap+LongPress method to be faster than Shift+Tap method and almost equally accurate. Also, we derived a model which explains the influence of corrected errors and number of practice attempts on the typing speed.