The document outlines Benjamin Leduc-Mills' proposal for designing tangible input devices to facilitate 3D design and digital fabrication for children ages 11-14. The proposed work involves developing two tangible user interfaces called SnapCAD and PopCAD and evaluating them through user studies. SnapCAD is an updated version of the UCube device and allows multi-color 3D modeling. PopCAD is a smaller, portable, paper-based device. The goal is to draw on theories of embodied cognition and provide scaffolded learning experiences for 3D modeling and printing.
Adaptarse a las nuevas formas de crear y compartir contenidos digitales constituye un reto para la preparación de profesionales en los perfiles emergentes de disciplinas ajenas a la informática y la computación. Los lenguajes y las herramientas de creación digital no están muchas veces pensados para su utilización por parte de usuarios de estos campos. Un reto en el campo de la computación creativa es la posibilidad de incorporar capacidades interactivas multimodales, junto con realidad virtual y realidad aumentada, en las herramientas de autoría con las que se elaboran los materiales y diseños de aprendizaje. El objetivo general de la charla es motivar la investigación sobre la computación creativa, así como mostrar desarrollos diversos alrededor de un marco de trabajo que aspira a fomentar las habilidades de diseño, creación y despliegue de experiencias educativas con capacidades analíticas para el aprendizaje y la evaluación en un contexto multidisciplinar.
Human Computation and Crowdsourcing for Information SystemsMarta Sabou
Keynote at CONFENIS'2016. Human Computation and Crowdsourcing (HC&C) technologies are an emerging set of techniques that have been proven to greatly reduce the duration and cost of complex tasks that cannot be reliably automated, in fields as diverse as Natural Language Processing, databases, or image analysis. At their core, HC&C techniques rely on splitting large and complex problems into multiple, small and easy tasks solvable by an average contributor in a suitable population and then coordinating the collection and aggregation of individual micro-contributions into a larger result. This talk will report on experiences gained while using HC&C to support the completion of tasks specific to Natural Language Processing, Semantic Web and Software Engineering. Based on these experiences, the talk will explore the potential of HC&C techniques for Information Systems in general, discussing their benefits and pitfalls alike.
An Introduction to Human Computation and Games With A Purpose - Part IAlessandro Bozzon
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to per- form, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
Collaborative Design of Educational Digital Resources for Promoting Creative ...Mohamed El-Demerdash
J. Trgalova, M. El-Demerdash, O. Labs, J. F. Nicaud. Collaborative Design of Educational Digital Resources for Promoting Creative Mathematical Thinking. 13th International Congress on Mathematical Education, 24-31 July, 2016, Hamburg - Germany.
In this paper, we present our experience, while working in the MC Squared project, with the design of educational digital resources aiming at promoting creative mathematical thinking. The resources are produced within an innovative socio-technological environment called " c-book technology " (c for creative) by a community gathering together mathematics teachers, computer scientists and researchers in mathematics education. In this paper, we highlight processes of collaborative design of the " Experimental geometry " c-book resource and we discuss the design choices resulting in the resource affordances to promote creativity in mathematics in terms of personalized non-linear path, constructivist approach, autonomous learning, and meta-cognition based activities, among others.
Valedictory Lecture
Making Thinking Visible in Complex Times
Prof Simon Buckingham Shum
This event took place on 15th July 2014 at 4:00pm (15:00 GMT)
Berrill Lecture Theatre, The Open University, Walton Hall Campus, Milton Keynes, United Kingdom
In 1968 Doug Engelbart gave “The Mother of All Demos”: a disruptive technology lab had quietly invented the mouse, collaborative on-screen editing, hyperlinks, video conferencing, and much more. This was the start of the paradigm shift, still unfolding: computers were no longer to be low level number crunchers, but might mediate and mould the highest forms of human thinking, both individual and collective. In this talk I review nearly 19 years in KMi chasing this vision with many colleagues, inventing tools for making dialogue, argument and learning processes visible in different ways. How do we harness such tools to tackle, not aggravate, the fundamental challenge facing the educational system, and its graduates: to think broadly and deeply, and to thrive amidst profound uncertainty and complexity? These are the hallmarks of the OU — and indeed, all true education from primary school onwards.
Adaptarse a las nuevas formas de crear y compartir contenidos digitales constituye un reto para la preparación de profesionales en los perfiles emergentes de disciplinas ajenas a la informática y la computación. Los lenguajes y las herramientas de creación digital no están muchas veces pensados para su utilización por parte de usuarios de estos campos. Un reto en el campo de la computación creativa es la posibilidad de incorporar capacidades interactivas multimodales, junto con realidad virtual y realidad aumentada, en las herramientas de autoría con las que se elaboran los materiales y diseños de aprendizaje. El objetivo general de la charla es motivar la investigación sobre la computación creativa, así como mostrar desarrollos diversos alrededor de un marco de trabajo que aspira a fomentar las habilidades de diseño, creación y despliegue de experiencias educativas con capacidades analíticas para el aprendizaje y la evaluación en un contexto multidisciplinar.
Human Computation and Crowdsourcing for Information SystemsMarta Sabou
Keynote at CONFENIS'2016. Human Computation and Crowdsourcing (HC&C) technologies are an emerging set of techniques that have been proven to greatly reduce the duration and cost of complex tasks that cannot be reliably automated, in fields as diverse as Natural Language Processing, databases, or image analysis. At their core, HC&C techniques rely on splitting large and complex problems into multiple, small and easy tasks solvable by an average contributor in a suitable population and then coordinating the collection and aggregation of individual micro-contributions into a larger result. This talk will report on experiences gained while using HC&C to support the completion of tasks specific to Natural Language Processing, Semantic Web and Software Engineering. Based on these experiences, the talk will explore the potential of HC&C techniques for Information Systems in general, discussing their benefits and pitfalls alike.
An Introduction to Human Computation and Games With A Purpose - Part IAlessandro Bozzon
Crowdsourcing and human computation are novel disciplines that enable the design of computation processes that include humans as actors for task execution. In such a context, Games With a Purpose are an effective mean to channel, in a constructive manner, the human brainpower required to perform tasks that computers are unable to per- form, through computer games. This tutorial introduces the core research questions in human computation, with a specific focus on the techniques required to manage structured and unstructured data. The second half of the tutorial delves into the field of game design for serious task, with an emphasis on games for human computation purposes. Our goal is to provide participants with a wide, yet complete overview of the research landscape; we aim at giving practitioners a solid understanding of the best practices in designing and running human computation tasks, while providing academics with solid references and, possibly, promising ideas for their future research activities.
Collaborative Design of Educational Digital Resources for Promoting Creative ...Mohamed El-Demerdash
J. Trgalova, M. El-Demerdash, O. Labs, J. F. Nicaud. Collaborative Design of Educational Digital Resources for Promoting Creative Mathematical Thinking. 13th International Congress on Mathematical Education, 24-31 July, 2016, Hamburg - Germany.
In this paper, we present our experience, while working in the MC Squared project, with the design of educational digital resources aiming at promoting creative mathematical thinking. The resources are produced within an innovative socio-technological environment called " c-book technology " (c for creative) by a community gathering together mathematics teachers, computer scientists and researchers in mathematics education. In this paper, we highlight processes of collaborative design of the " Experimental geometry " c-book resource and we discuss the design choices resulting in the resource affordances to promote creativity in mathematics in terms of personalized non-linear path, constructivist approach, autonomous learning, and meta-cognition based activities, among others.
Valedictory Lecture
Making Thinking Visible in Complex Times
Prof Simon Buckingham Shum
This event took place on 15th July 2014 at 4:00pm (15:00 GMT)
Berrill Lecture Theatre, The Open University, Walton Hall Campus, Milton Keynes, United Kingdom
In 1968 Doug Engelbart gave “The Mother of All Demos”: a disruptive technology lab had quietly invented the mouse, collaborative on-screen editing, hyperlinks, video conferencing, and much more. This was the start of the paradigm shift, still unfolding: computers were no longer to be low level number crunchers, but might mediate and mould the highest forms of human thinking, both individual and collective. In this talk I review nearly 19 years in KMi chasing this vision with many colleagues, inventing tools for making dialogue, argument and learning processes visible in different ways. How do we harness such tools to tackle, not aggravate, the fundamental challenge facing the educational system, and its graduates: to think broadly and deeply, and to thrive amidst profound uncertainty and complexity? These are the hallmarks of the OU — and indeed, all true education from primary school onwards.
Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Crowdsourcing & Human Computation Labeling Data & Building Hybrid SystemsMatthew Lease
Tutorial given at SIAM Data Mining Conference (http://www.siam.org/meetings/sdm13/), May 3, 2013. Based on earlier tutorials given jointly with Omar Alonso from Microsoft Bing.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
Research on cross-media information spaces and architectures covering interactive paper, personal information management, data physicalisation, document engineering, gesture recognition, presentation tools, next generation user interfaces and other topics.
Usability First - Introduction to User-Centered Design@cristobalcobo
he User-centered design (UCD) process outlines the phases throughout a design and development life-cycle all while focusing on gaining a deep understanding of who will be using the product.
Tony Vlachakis, an educational technologist that works at the Georgia Department of Education, gave this presentation update on the K-12 Computer Science Framework Review.
MakeITReal-Warsaw
http://makeitreal.info/?page_id=126
The objectives for the project are to:
Design and model an active, learner-centered teaching approach for engaging underachievers into STEAM related projects through real product design and making practices
Help underachievers in STEM related subjects to improve their performance and develop 21st century skills through their engagement in interdisciplinary projects in three dimensional object design
Plan and enact activities and workshops that promote teacher professional learning and pedagogical change
Create Open Educational Resources (OER) that will support school community members (within and beyond the partnership) to apply the MAKEITREAL learning intervention
Open STEM education though the infusion of arts and the support of product design and making practices moving beyond clichés according to which only STEM-talented students can make it.
Establish synergies among schools, academia and the industry towards creative and meaningful engagement in STEAM education.
At the Social Simulation and Serious Games special track at ESSA 2014, Alexander Verbraeck gave this talk (as an invited speaker), to make people aware of the distinctions between simulations and serious games and also to share his experiences in creating these.
Keynote 1: Teaching and Learning Computational Thinking at ScaleCITE
Title: Teaching and Learning Computational Thinking at Scale
Speaker:
Prof. Ting-Chuen PONG, Professor, Computer Science & Engineering Department, The Hong Kong University of Science and Technology
Time:
09:45-10:45, 9 June 2018 (Saturday)
Venue:
Rayson Huang Theatre, The University of Hong Kong
Sub-theme:
Computational Thinking
Chair:
Prof. Nancy Law, Deputy Director, CITE, Faculty of Education, The University of Hong Kong
http://citers2018.cite.hku.hk/program-highlights/keynote-pong/
Chapter 4: Paradigms
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
Crowdsourcing & Human Computation Labeling Data & Building Hybrid SystemsMatthew Lease
Tutorial given at SIAM Data Mining Conference (http://www.siam.org/meetings/sdm13/), May 3, 2013. Based on earlier tutorials given jointly with Omar Alonso from Microsoft Bing.
Cross-Media Information Spaces and Architectures (CISA)Beat Signer
Research on cross-media information spaces and architectures covering interactive paper, personal information management, data physicalisation, document engineering, gesture recognition, presentation tools, next generation user interfaces and other topics.
Usability First - Introduction to User-Centered Design@cristobalcobo
he User-centered design (UCD) process outlines the phases throughout a design and development life-cycle all while focusing on gaining a deep understanding of who will be using the product.
Tony Vlachakis, an educational technologist that works at the Georgia Department of Education, gave this presentation update on the K-12 Computer Science Framework Review.
MakeITReal-Warsaw
http://makeitreal.info/?page_id=126
The objectives for the project are to:
Design and model an active, learner-centered teaching approach for engaging underachievers into STEAM related projects through real product design and making practices
Help underachievers in STEM related subjects to improve their performance and develop 21st century skills through their engagement in interdisciplinary projects in three dimensional object design
Plan and enact activities and workshops that promote teacher professional learning and pedagogical change
Create Open Educational Resources (OER) that will support school community members (within and beyond the partnership) to apply the MAKEITREAL learning intervention
Open STEM education though the infusion of arts and the support of product design and making practices moving beyond clichés according to which only STEM-talented students can make it.
Establish synergies among schools, academia and the industry towards creative and meaningful engagement in STEAM education.
At the Social Simulation and Serious Games special track at ESSA 2014, Alexander Verbraeck gave this talk (as an invited speaker), to make people aware of the distinctions between simulations and serious games and also to share his experiences in creating these.
Keynote 1: Teaching and Learning Computational Thinking at ScaleCITE
Title: Teaching and Learning Computational Thinking at Scale
Speaker:
Prof. Ting-Chuen PONG, Professor, Computer Science & Engineering Department, The Hong Kong University of Science and Technology
Time:
09:45-10:45, 9 June 2018 (Saturday)
Venue:
Rayson Huang Theatre, The University of Hong Kong
Sub-theme:
Computational Thinking
Chair:
Prof. Nancy Law, Deputy Director, CITE, Faculty of Education, The University of Hong Kong
http://citers2018.cite.hku.hk/program-highlights/keynote-pong/
Towards Contested Collective Intelligence
Simon Buckingham Shum, Director Connected Intelligence Centre, University of Technology Sydney
This talk is to open up a dialogue with the important work of the SWARM project. I’ll introduce the key ideas that have shaped my work on interactive software tools to make thinking visible, shareable and contestable, some of the design prototypes, and some of the lessons we’ve learnt en route.
Crowdsourcing Approaches for Smart City Open Data ManagementEdward Curry
A wide-scale bottom-up approach to the creation and management of open data has been demonstrated by projects like Freebase, Wikipedia, and DBpedia. This talk explores how to involving a wide community of users in collaborative management of open data activities within a Smart City. The talk discusses how crowdsourcing techniques can be applied within a Smart City context using crowdsourcing and human computation platforms such as Amazon Mechanical Turk, Mobile Works, and Crowd Flower.
Possibilities of Computer Graphics and Functionsijtsrd
The importance of computer graphics technology today is enormous. Computer graphics allows you to quickly and efficiently prepare drawings, diagrams, drawings and other images. The rapid development in each area is based on the high capabilities of computer graphics. Computer graphics is also a powerful tool that slowly increases the productivity of mental labor. Ibragimov Rustam Qudratovich | Muhammadieva Zarifa Lutfullaevna "Possibilities of Computer Graphics and Functions" Published in International Journal of Trend in Scientific Research and Development (ijtsrd), ISSN: 2456-6470, Special Issue | Modern Trends in Scientific Research and Development, Case of Asia , October 2020, URL: https://www.ijtsrd.com/papers/ijtsrd37956.pdf Paper Url :https://www.ijtsrd.com/engineering/other/37956/possibilities-of-computer-graphics-and-functions/ibragimov-rustam-qudratovich
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
- Practical Applications in FME Form: Delve into key user parameter types including choice, connections, and file URLs. Allow users to control how a workflow runs, making your workflows more reusable. Learn to import values and deliver the best user experience for your workflows while enhancing accuracy.
- Optimization Strategies in FME Flow: Explore the creation and strategic deployment of parameters in FME Flow, including the use of deployment and geometry parameters, to maximize workflow efficiency.
- Pro Tips for Success: Gain insights on parameterizing connections and leveraging new features like Conditional Visibility for clarity and simplicity.
We’ll wrap up with a glimpse into future webinars, followed by a Q&A session to address your specific questions surrounding this topic.
Don’t miss this opportunity to elevate your FME expertise and drive your projects to new heights of efficiency.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
2. Roadmap
Background & Motivation
Related Work
Current State of Affairs
Proposed Work
Risks, Limitations, and Outcomes
3. The Era of Personal Fabrication
Gershenfeld and Anderson
Unprecedented ability for individuals to manufacture on
a small scale
3D printing a major focus
4. 3D Printing and Children
3D printing is permeating educational spaces and can
be a tool for learning
Support for novice designers can be better – download &
print is not meaningful
Tangible User Interfaces (TUIs) informed by embodied
cognition and constructionist traditions is a promising
avenue for research
5. Goals
Design a class of TUIs that facilitate exploration, play, and
design for 3D printers.
Draw on the history of tangible learning tools and
embodied cognition to situate and inform the TUI designs
Evaluate the TUIs to gauge usability and learning
potential among tweens and young teens (11-14)
6. Related Work: Major Themes
“Things to Learn With” – educational objects
Embodied Cognition – a body-centric view of cognitive
development
Embodied Interfaces – „smart‟ tangible devices, that
combine ideas from both
8. Related Work: Embodied Cognition
Cognitive processes are „deeply rooted‟ in physical
interactions (e.g. learning readiness by hand gesture)
Embodied Mathematics – collection, construction, stick
manipulations, walking along a path
Embodied Design – encouraging thinking through doing
9. Related Work: Embodied Interfaces
Tangibles + Embodied Cognition = Embodied Interfaces
Digital Manipulatives (Resnick)
Tangible Bits (Ishii)
Embodied Design (Klemmer et al., Antle)
10. Related Work: Approaches
Modeling Tools
„Smart‟ Blocks
Interactive Fabrication Tools
3D Printing
18. UCube: Study 1
14 Participants – 5 girls, 9
boys
5 groups of 2, 1 group of 4
Screen-based modeling
tasks – side by side
screens, one live, one
target shape
5 target shapes: straight
vertical line, diagonal
line, a cube, a triangular
prism, and an irregular
polyhedron
19. UCube: Study 1 Results
4 groups (including the
group of four) completed
all the shapes
1 group ran out of time
after 3 shapes
1 group modeled 1 shape
Sessions lasted 17-30
minutes
24/30 tasks successful – 80%
20. UCube: Study 2
10 participants: 8 boys, 2 girls
2 exercises: modeling &
matching
9 shapes, cube in each (10 tasks)
Modeling: model on UCube from
3D-printed models
Progression from
memory, holding shape, using
software
Matching: given a set of lights on
the UCube, choose the correct
3D-printed model out of a set
21. Study 2 Results: Modeling
Five shapes: cube, a
tetrahedron, a diamond, a house
(a cube with a pyramid on
top), and an irregular polyhedron
• 21 of 50 from memory
• 12 of 50 holding model
• 8 of 50 with software
Total = 41/50 or 82%
Of 9 misses, 7 were irregular
polygon
Remaining misses both from
same participant (the youngest)
22. Study 2 Results: Matching
Of 50 matching tasks, 0
objects were chosen
incorrectly
Most matches were
completed in 20 seconds or
less
23. SnapCAD: Hardware
Formerly UCube v2
7x7x7 input space (343
points)
Removable magnetic LED
boards – multiple
colors, multiple
shapes, multi-player games
More robust, studier design
Bigger, more
immersive, more
embodied?
24. SnapCAD: Software
Multiple colors of convex
hull
3D Tic-Tac-Toe
implementation
Minimal Spanning Tree
(MST) mode
Edit mode for path & MST
Width slider for path & MST
All exportable to .STL
25. PopCAD
Pop-Up Book, paper-
friendly electronics
Lighter, Cheaper, Portable
3x3x3 input space –
27 input points
Capacitive switches toggle
LEDs on and off
Software has been
adapted for PopCAD
27. SnapCAD
Focus on multi-shape and mutli-
player capabilities
Colors++, Avoid Red+Green
Explore 2-shape modeling
operations –
union, difference, intersection
Two shapes occupying the same
point
Other modeling modes - Curves?
Voronoi mesh? Recursion?
2 paths, 2 minimal spanning trees
28. PopCAD
Exploration of paper as
material – can paper
mechanisms give rise to new
modeling operations?
Embedding new sensors
Multiple, networked, pop-up
books? Gives rise to other
kinds of
cooperative/competitive
operations
Redesign – switch
placement, tower
spacing, paper choice, origin
marker
30. User Study 1: SnapCAD
12-30 Participants, 11-14
years old
6 exercises: hull
modeling, path
modeling, mst modeling, 2
hull modeling, 3D tic-tic-
toe, „freehand‟ activity
Hull, path, mst – brief
demo, then 3 modeling tasks
from 3D-printed models
2 hull – model from side-by-
side screen comparison (x3)
Tic-Tac-Toe – 3 games
Freehand exercise to gauge
expressiveness, desired
capabilities
Measure successful
completion (or lack
thereof), time to
completion, and
observational notes
User instructed to think aloud
Audio, Video, and screen
capture for additional
analysis
31. User Study 2: PopCAD
10-15 Participants, 11-14
years old
3 modeling exercises plus
freehand activity
Convex hull, path, minimal
spanning tree
5 3D-printed shapes for
each mode
Measure successful
completion (or lack
thereof), time to
completion, and
observational notes
Track new vs. overlapping
participants
User to think aloud
Photography and Screen
Capture for further analysis
32. Timeline
Task Timeline Notes
User Study Logistics Sept-Oct IRB & Site Approval
Technical Additions Sept-Oct As Outlined in Proposed Work
Conduct User Studies Nov-Jan SnapCAD & PopCAD Studies
Write Up Results Feb-March Analyze & Write Up Data
Write Dissertation April-June Put it all together
Defend Dissertation June Defend
33. Risks
These are unproven interfaces – may be completely
unsuitable
May be useable, but viscerally unappealing to target
group
Practical roadblocks: device malfunction, loss of study
data, lack of sufficient participants
34. Limitations
Many modeling operations are impossible
(curves, scaling, extrusion, etc.)
Not a catch-all or professional solution, but a part of an
„ecosystem‟ of next generation fabrication tools
Learning outcomes are not truly being measured, merely
hinted at through the related literature and the user
studies
35. Outcomes
Argue convincingly that embodied + tangible devices
can aid in modeling for 3D printing
Suggest scaffolding of mathematical and spatial
reasoning skills
Make comparisons between devices, modeling modes,
tasks
36. Conclusions
A novel body of work: 3 devices, 4 user studies
Significant contribution that is timely and important
A path for future research on embodied devices for
digital fabrication
40. References
[1] The printed world, http://www.economist.com/node/18114221, (2011).
[2] D. ABRAHAMSON AND D. TRNINIC, Toward an embodied-interaction design framework for mathematical concepts, in Proceedings of the
10th International Conference on Interaction Design and Children, IDC ‟11, New York, NY, USA, 2011, ACM, pp. 1–10.
[3] C. ANDERSON, Makers: The New Industrial Revolution, Random House, 2012.
[4] A. N. ANTLE, M. DROUMEVA, AND D. HA, Thinking with hands: an embodied approach to the analysis of children’s interaction with
computational objects, in CHI ‟09 Extended Abstracts on Human Factors in Computing Systems, CHI EA ‟09, New York, NY, USA, 2009, ACM, pp.
4027–4032.
[5] A. BEVANS, Y.-T. HSIAO, AND A. ANTLE, Supporting children’s creativity through tan- gible user interfaces, in CHI ‟11 Extended Abstracts on
Human Factors in Computing Systems, CHI EA ‟11, New York, NY, USA, 2011, ACM, pp. 1741–1746.
[6] A. CLARK, Being There: Putting Brain, Body, and World Together Again, A Bradford book, MIT Press, 1998.
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