My Blog Post #7 ✨contributed articles.Touchless Interaction in Surgery

✨ “Touchless interaction in surgery,” Communications of the ACM,Kenton O’Hara Volume 57 Issue 1, pp. 70-77.

Summary:

a GLance around any operating theatre reveals many visual displays for accessing pre- and intra-operative images, including computer tomography (CT), magnetic resonance imagery (MRI), and fluoroscopy, along with various procedure-specific imaging applications. but in those in circumstances, they can not manipulate the hardware such as screen, mouse or keyboard while maintaining sterility. However, the current typical interaction mechanism is not risk free as it is direct hands-on control, meaning that surgeon has to touch the gown, the mouse, and the keyboards to manipulate the images.

Research shows surgeons need di- rect control of image data to mentally “get to grips” with what is going on in a procedure,something not achiev- able by proxy. For direct hands-on con- trol, some clinicians pull their surgical gown over their hands, manipulat- ing a mouse through the gown.

Author said that a central concern goes beyond simply developing touchless control mecha- nisms to overcome sterility require- ments. And the touchless interaction technology in operation theatre can’t only overcome the constraints of sterility, and could open up “radical new ways to conceive the entire design and layout of operating theatre of the future.”

 

Critiques:

Medical field always need develop, because our live have large relationship to it. And this new techno on the medical field is a good progress for all human and will make a big benefits for people. If it could have a better improvement and our medical knowledge will have big develope. And the relationship between science and medical is more than my imagine.

My Blog Post #7 ✨VoxBox: a Tangible Machine that Gathers Opinions from the Public at Events

✨ Golsteijn, C., et al. (2015) “VoxBox: A Tangible Machine that Gathers Opinions from the Public at Events,” Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 201-208.

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Summary:

Traditional ways of obtaining bublic opionions have largely been through marketing people approaching the general public at events or in the street with a clipboard, cold calling over the phone, or sending a text or email with a link to a webpage for people to register and then fill in a survey, or more recently, tablet computers have been used to replace the clipboard but all of these approaches have their limitations and are susceptible to bias. In order to make a better experience author present the design in this paper which is called VOXBOX, an implementation and initial deployment of a novel system, which used a range of physical input and output devices based on a set of core tangible design principles.

The design of VoxBox focused on recreational events, such as festivals or fairs, and aimed to gather opinions on the ‘feel good factor’ of such events. To prevent situations that are uncomfortable for both researcher and participant such as hassling people with a clipboard, author’s aim was to design a system that invited people to participate without forcing them or interrupting their event experience. So it was important to design Voxbox to be able to stand out and draw attention from competing stalls that are also often part of an event at the same time.

They developed Voxbox as a modular system with separate question modules for the different groups of questions and incorporated mechanisms for the incentive ball to run through the system.Voxbox was implemented using three off-the-shelf shelving units to make sure it was sturdy enough to withstand many interactions and unanticipated user behavior and controlled by open source Arduino technologies.

As a conculsion, in this paper author have presented the design, implementation, and deployment of VoxBox, a tangible system to gather opinions from crowds at events. We have shown through an initial deployment how appealing and engaging VoxBox was considered to be, and how successful it was in drawing people in and gathering opinions in a novel way.

 

Critiques:

Obtaining bublic opionion is a very important task in our daily life not only in society but also school life and family life. So have a efficient way to make efficiency opinion is very needed. And as Voxbox, if it could be developed better in the further it will make a big help in our future life and decision goes easier and accurite.

My Blog Post #6 ✨“Moon Phrases”: A Social Media Faciliated Tool for Emotional Reflection and Wellness

“Moon Phrases: a social media facilitated tool for emotional reflection and wellness,” De Choudhury, M., et. al. (2013) Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare, pp. 41-44.

Summary:

Emotional wellness impacts several aspects of our lives. It introduces self-empathy, giving an individual greater awareness and acceptance of feelings. It also improve ones’ self-esteem and resilience, allowing people to bounce back with ease. So that is why emotional wellness is one the most important and overlooked parts of overall health.

In this paper, author propose a tool called “Moon Phrase” a kind of early prototype for promoting emotional reflection and wellness, and mines the historical postings of a user over time on social media, to quantify his/her behavior through affective experession and language use manifested in the posts.

Because people are increasingly using social media platforms such as Twitter and Facebook to share their thoughts and opinions with their contacts and the affect and language used in social media postings may indicate feelings of worthlessness, guilt, helplessness, and self-hatred that characterize unhealthy mental processes. So in design of Moon Phrases author pursue the hypothesis the language, affect and social activeity may be leveraged togeher to enable individuals reflect on thir own behavior over time and in a fine-grained manner.

The central idea of Moon Phrases was to show daily trends of positive affect and negative affect as manifested in the Twitter postings of a particular user who is provided a mechanism to “log in” into the we tool. And the the central challenge in this work was the inference of the affective nature of twitter postings.

And finally in this paper, author have not validated the moon phrases prototye in terms of its ability to act as an intervention mechanism for emotional wellness yet. Through their design was closely based on feedback from fluent social media users, in the future they inted to evaluate how Moon Phrases can positively impact their behavior, beyond revealing mere “signals” of their affect and behavior.

Critiques:

Because neither Facebook and Twitter is allowed in China, Moon Phrases was not be find in the internet of Chinese so I don’t know what’s the chinese attitude to it. But most of people show their good emotion on their SNS and show their good side of life to others and sometimes they also upload some negtive thing but usually delete them soon. So I don’t sure does this have real help to adjust our emotion while we use the SNS.

My Blog Post #6 ✨Steve Yohanan and Karen E. MacLean’s “The Haptic Creature Project: Social Human-Robot Interaction through Affective Touch”

Steve Yohanan and Karon E. MacLean (2008) “The Haptic Creature Project: Social Human-Robot Interaction through Affective Touch,” In Proceedings of the AISB 2008 Symposium on the Reign of Catz & Dogz: The Second AISB Symposium on the Role of Virtual Creatures in a Computerised Society, volume 1, pp. 7-11, Aberdeen, Scotland, UK, April 1-4 2008. (Best Paper Nominee).

Summary:

The communication of emotion plays an important role in social interaction, and touch also has received disproportionate attention. This paper presents an overview of the Haptic Creature project and the overall goal of the projet is to investigate the use of affective touch in the social interaction between human and robot. People are specially intersted in the display, recognition and influemce of this form of touch and also interested in the role affective touch plays in fostering companionship between human and robot.

The author is use leverage research in human-animal interaction by developing a robtic creature that  mimics a smal animals to coduct the project. And one modality for affect display that has received much less attention than vision and audition is that of touch, so that why afftctive touch can be defined as atouch that communicates or evokes emotion.

But there has the difference from the Haptic creature (a robotic device that mimics a small lap animal, such as apet cat or dog ) project from otheres. 1)The Huggable is the only other device proessing full-body sensing but Part and Aibo both have only limited interaction points for touch input. 2) each of these thress projects focus much less touch for affect display originating from robot itself; rather, they rely more on visual and auditory expression. 3) A second differentiating aspect of our project is the level of zoomorphism.

And then there are three design considerations: 1)The intercation centers around the modality of touch. 2) The second consideration deals with providing an organic interaction whereby the sensing and, especially, the affect display seem as a coordinate whole. 3) The final design cosideration is in the level of zoomorphism.

Development of the Haptic Creature is being conducted in three stages:1)The initial phase of development of a Wizard of Oz prototype, 2)The current stage of development is an automated prototype, 3) After multiple iterations of the automated prototype is a final device.

So in this paper, author is going to present an overview of the Haptic Creature project, whose goal is to investigare the display, recognition and influence of affective touch in human-robot interaction.

Critique:

Since nowadays we are not allowed to keep pets in our dorm and apartment but most of us live alone. So we usually feel lonely so the Haptic creature is in developing, I hope it could be develope in faster and then in the future if we could not keep the real animal we can keep them as a friend. But when more and more people concentrete on the program of human-robot interaction does it mean the human-human interaction will be cut down attention ?

My Blog Post #5 ✨Steptoe’s “Presence and Discernability in Conventional and Non-Photorealistic Immersive Augmented Reality”

Steptoe, W. et. al. (2014) “Presence and discernability in conventional and non-photorealistic immersive augmented reality”  In Proc. IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 213-218.

Summary:

In this paper, author talks about that the AR systems augment the real environment with virtual content in real-time,and introduce a low-cost head-mounted video see-through immersive AR system he made a experiment in order to see how people react in discernability.

The study explores discernability and presence over three rendering modes in immersive head-mounted video see-through AR.and term the modes conventional,stylized,and virtualized.The three modes represent points on a spectrum that both transform and diminsh photorealism and were designed to explored the influenced of apperance on discernability and presence in the AR-Rift.

The experiment features two tasks exploring discernability and presence over the three rendering condions. The  first task relates to discernability where paticipants are required to judge each of ten objects as real or virtual. And the second task assessed users sense of presence by measuring behavior relating to the extent to which the mixed reality environment is acted upon as the salient physical reality. Following both tasks, participants completed the questionaaire shown in table 2 relating to the eperience in terms of visual quality, presence and emvodiment, and system usability.

From the table, task demonstate the effectiveness of the two non-photorealistic rendering modes to visually merge virtual objects within a real environment.So in the conlusion from the article, immersive AR embeds virtual content in the physical world and presents this mixed environment with a first-person perpective featuring head tracking, a wide FOV and stereoscopic rendering. This embodied scenario allows rich proprioceptive exploration similar to immersive VR. We presented the AR-Rift, a low-Cost immersive video see through AR HMD based on the Oculus Rift DK1 and consumer cameras As this technology emerges at a consumer level, the concept of presence as the perceptual illusion of non-mediation will salient.

 

Critique :

AR is going to be more and more popular in nowadays and AR system is should be knows well by a UI designer so this article is useful for me to read. This experiment author made is really vivid for a learner to have a better knowledge on AR and it is the first time I heard the word of NPR.

 

 

 

My Blog Post #4 ✨Gaver, W. Technology affordances.

Gaver, W. (1991) Technology affordances. In Proc. Human Factors in Computing Systems (CHI ’91). ACM, pp. 79-84

Summary:

Affordances are properties of the world that are compatible with and relevant for people’s interactions. And when affordances are perceptible, they offer a direct link between perception and action; hidden and false affordances lead to mistakes.In this paper, Gaver explored the notion of affordances as a way of focussing on the strengths and weaknesses of technologies with respect to the possibilities they offer the people that might use them. An affordance of an object, such as one for climbing, refers to attributes of both the object and the actor. This makes the concept a powerful one for thinking about technologies because it focuses on the interaction between technologies and the people who will use them. Just like Gaver had metioned,the concept of affordances is not a new one for design,Norman has already applied the concept to everyday artifacts,when apparent affordances suggest different actions than those for which the object is designed, errors are common and signs are necessary.  Affordances imply the complementarity of the acting organism and the acted-upon environment. Making affordances perceptible is one approach to designing easily-used systems. Perceptible affordances are inter-referential: the attributes of the object relevant for action are available for perception.From this point of view, interfaces may offer perceptible affordances because they can offer information about objects which may be acted upon. We can understand displays in terms of the subset of normally available perceptual information various media make available for various actions.So,The concept of affordances points to a rather special configuration of properties. It implies that the physical attributes of the thing to be acted upon are compatible with those of the actor, that information about those attributes is available in a form compatible with a perceptual system, and (implicitly) that these attributes and the action they make possible are relevant to a culture and a perceiver. Artifacts may be analyzed to see how close they are to this configuration of properties, and thus what affordances they convey. And in general, understanding the affordances offered by media other than graphics can aid in designing transparent systems. When visual affordances can not be designed in systems, the tendency is to turn to symbolic means of conveying information. A more fruitful approach may be to explore other modes as means of communicating affordances for actions.

Critique:

Gaver’s assinment have more example and analyze than norman’s which made it more analyzed, the biggest help i got from this assignment is the link form technique and Affordance.

 

My Blog Post #5 ✨ The Reactable: Tangible and Tabletop Music Performance

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✨ Jordà, S., (2010) “The Reactable: Tangible and Tabletop Music Performance” In Proc. Human Factors in Computing Systems (CHI ‘10). ACM, pp. 2989-2994.

Summary :

The artical is talking about a type a ne electronic reactable which was a kind of musical instrument with a simple and intuitive tbaletop interface that turns music into a tangible and visual experience,enabling musicians to experiment with sound, change its structre,control its parameters and be creative in direct,refreshing and unseen way.

Since the tangible and tabletop interfaces for musical performance came to be a proliferation of recent year. the reactable comes to be the music controller of the digtial music performance . After the birth of reactable, performers do not need to pay attention to control of the sound production an only need to concentrate on controling strategies instead of performing data.

Jorda also mentioned that tabletops interfaces as surfaces  in which objects can be alternatively gravved or left,do certainly excel at the former feature.Because the integration of visual feedback and physical control brings a more direct, intuitive, and rich interaction between instruments and instrumentalists in the new live computer music performance paradigm so the bisual feedback becomes thus a significant asset for asset for allowing this type of instruments to dynamically communicate the states and the behaviors of their musical processes.

 

Critique :

I had see similar performance before in one of the exhibition last year but I forget the name now. While I push the tap the table will have different sounds i looks so cool . I thought music is one of the important part in our busy daily life we can not miss and this new technology is very interesting and convient especially for DJ or musician. But in this aritical I can not find many thing useful for a designer to make a interaction desgin on this way. I still not know well about the releation about user and the listener.

 

My Blog Post #4 ✨ Donald A. Norman’s “Affordance, Conventions, and Designs”

Norman, D. A. (1999) Affordances, Conventions, and Design. In Interactions, 6 (3) pp. 38-41.

Summary:

The word affordance was coined by the per- ceptual psychologist J. J. Gibson which means a naturally exist relationships to him, which do not have to be visible, known, or desirable. But Donald A. Norman claimed it didn’t make sense. In order to understand thow we managed in a world of tens of thousands of objects many of which we would meet only once he find the the novel device had three major dimensions : conceptual models, constrainsts, and affordances. And from those, to him the most important part of a successful design is the underlying conceptual model. Then he is going to talking about “perceived affordance”.In product design, there can be both real and perceived affordances, and the two sets need not be the same.And in graphical, screen-based interfaces, the designer rimarily can control only perceived affordances. Next,the affordanes,the feedback and the perceived affordances can all be manipulated independentely of one anther,  Norman made a camparation of them. At the end of the assinment,norman talk about the constrains and conventions, he thought physical constrains are closely related to real affordances and logical constrains use reasoning to determine the alternatives.

Critique

Actually,there do not have any world could be transtale into affordance into chinese, it could only be understand and describe but can’t be definde accuretely.  I could agree with Norman in 80 percent but I thought affordance it still not as perfect as he thought. Affordance make a good performace in design, and many convenionce, but to some way it still need improve;.

My Blog Post #2 Portfolio

1. COMMUNICATING WITH TYPE

✨ Final Poster

✨ Typography with grid

✨ Stationary with grid

2. Photography Workshop

 

3. Information and Perception

✨ Navigation Application Design

 

4. Visual System

✨ Calendar

✨ Brand Identity

5. Time,Motion and Communication

✨ Music Video

POSTER

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✨ Opening Sequence

 

❤️ My favorite work are from 【visual system】and【photography workshop】. I have taken 6 courses from IID and upload five of them except application protyping because I thought I really do not did a good job in this course. And for Photography workshop,since I really like photography I never feel tired about this course even I feel trouble and challenging but and concidered to give up and finally I do find something new and made a progress for myself and I like it. As for visual system, this course make a big help to me which makes me have better understanding about design. Even I feel tough and can’t continue to going on for several times but fortunatelly I finished it not bad and got alot.