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Distinguished Lecture Series
Demo Days
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GVU Demos
in conjunction with
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Sunday, September 30, 2001
6:00 PM - 9:00 PM
As part of the Ubicomp conference held in Atlanta September 30 - October 2, 2001,
GVU will host demo sessions in our two main labs, as well as in
the Aware Home Laboratory. Following is a listing of demos that
will be presented.
Demos in The Aware Home
In collaboration with the Broadband Institute, several GVU faculty are
working in a research initiative, known as the Aware Home, where they study how computing
technologies can both foster greater independence in the home for elderly
people and enhance family connections.
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Title |
People
Involved |
Description |
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AwareHome: Support for Aging in Place
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Elizabeth Mynatt
Jim Rowan
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There can be no denying that America's population is aging. Baby boomers
approaching late middle age ask: "How does one care for a population that
lives many years longer than any of the preceding generations?" AwareHome:
Support for Aging in Place strives to delay taking that first step away from
the family home. Through the careful placement of technological support we
believe elderly people can remain in their own homes longer.
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Aging in Place: Digital Family Portrait
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Elizabeth Mynatt

Jim Rowan
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The digital family portrait provides a qualitative visualization of the
general level of activity in the home. Leveraging a familiar household
object, our design populates the "frame" of the picture with iconic imagery
to depicts the general level of activity in the home for the current day as
well as the previous 27 days. If further detail is desired the user can get
a more detailed characterization of the day in question by touching the icon
that represents the day of interest.
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Cook's Collage: Recovering From Interruptions
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Elizabeth Mynatt

Gregory Abowd
Quan Tran Khai Truong
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Interruptions distract from the present task such as cooking, and possibly
cause irrecoverable memory lapses such as "Did I add the baking powder?" to
this flattened batch of brownies? To help alleviate this quandary, the
Cook's Collage presents a dynamic synopsis of recent activity within a room,
namely the kitchen. This always-on visual display provides serendipitous
information to the user who would not notice it while attending to his
present task, but will rely on the helpful collage to recover from
interruptions.
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Encouraging Value-Responsive Design
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Elizabeth Mynatt

Amy Voida
Kevin MacDonald
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The use of technology is motivated by the values that undergird the social
practices in which it is used. If HCI methods are to impact the usefulness
of technology, they, too, must be able to expose and be responsive to the
values of the intended users. We are developing a methodology, both data
collection and design process, for designing technologies for families in
home environments. Our methodology is based on a framework of understanding
family values. Our data is collected through families' collaborative
creation of specified artifacts (value probes) that allow family members to
express situated values. Our research regarding how values are manifested in
family life is closely coordinated with research regarding how to enable
designers to work constructively and creatively with values-based data. The
later component of our research yields a step-by-step design process,
tailored to the specific needs of designers working with families and value
probe artifacts.
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The Family Intercom:
Supporting Context-Aware Communications
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Gregory Abowd
Kris Nagel
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There are many technologies enabling direct human-human audio
communication, but none of them use the context of the communication
partnerseffectively. We are augmenting a domestic environment with
implicilty gathered knowledge of the location and activities of its
occupants. The Family Intercom provides a test bed to explore how this
context supports a variety of lightweight communication opportunities
between collocated and remote family members.
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RF ID Indoor Positioning
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Gregory Abowd

Peter Jensen
Thomas O'Connell
Arpit Agarwal
Venkat Ramachandran
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We utilize Radio Frequency Identification (RFID) systems in the Georgia
Tech Aware Home to sense the location of participating persons to
facilitate contextually aware applications. RFID antennas fashioned
into floor mats and passive transponders attached to participant's shoes
provide the basis for this system. We attempt to use consecutive mat
readings to interpret room level location
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The Discoverer
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Gregory Abowd

Agathe Battestini
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The Discoverer is a discovery system built on top of the Context ToolKit.
In a context-aware environment, sources of contextual information are likely to be modified,
added, and removed. The Discoverer allows applications to be constantly aware of
these changes by notifying them of important events.
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Audio Infrastructure
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Gregory Abowd

Kris Nagel
Andy Wightwick
Gary Schwaiger
Sourabh Ravindran
David Anderson
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The Audio Infrastructure provides audio services between rooms within the
house and implicitly gathers context information. Digital signal processing
for speaker identification both names and locates an individual within a
room. The separation of two speakers within the same room into distinct
audio streams is another active research topic. We are also investigating a
variety of protocols to transport voice between rooms within the home and
between homes.
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Visual Tracking
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Aaron Bobick

Jake Auxier
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One of the foundations of the perception of those living in the home is
determining where they are located in the home. Currently, only
room-level location information is available. Although room level location
information is useful in many applications, it remains very
limiting. More interesting applications and research can be done if
better location information can be provided that is able to tell where
somebody is located in a particular room. One method of providing this
information is through computer vision. An object tracking system is
being developed to provide this information through the use of cameras
mounted in the ceilings of the Aware Home. These cameras provide overhead
views of the home. The object tracking system will be able to provide not
only more specific information on where a person is located in the home,
but it can also provide orientation of the person being tracked.
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Multi-modal Sensing
in Aware Environments
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Irfan Essa

Scott Stillman
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Most applications within any form of a
smart environment (rooms, offices, homes, etc.) are dependent
on reliable who, where, and when, and what information
of its inhabitants (users). This information can be inferred
from different sensors spread throughout the space.
However, isolated sensing technologies provide limited information
under the varying, dynamic, and long term scenarios (24/7), that
are inherent in applications for intelligent environments.
This work provides an infrastructure for leveraging the strengths
of different sensors and processes applied to their collective data.
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Peek-A-Drawer
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Itiro Siio
Elizabeth Mynatt

James Rowan
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Grandparents want to share a part of their living space with their grandchildren who
live far away. Peek-A-Drawer provides virtual shared drawers across distant
locations. When a user puts something in the upper drawer and closes it, a photograph
is taken automatically, and the image appears in the lower drawer at a distant place.
Past pictures can be accessed by pressing buttons on the lower drawer. The operation
is so simple -using a drawer- that even children can communicate with their
grandparents. As the camera only takes objects inside the drawer, privacy is assured.
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Meeting Pot
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Itiro Siio
Noyuri Mima
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Community building in coffee break rooms is important in modern offices. Simply the
aroma of coffee evokes togetherness. The Meeting Pot attempts to distribute this sense
of awareness. When the coffee maker in the kitchen of the Aware Home is turned on,
it transmits the aroma to remote locations. In order to encourage informal communication
in the Future University of Hakodate (Japan), we have installed a Meeting Pot in a common
room at the faculty building. These boxes blow a coffee aroma through the lid when the
coffee maker is turned on.
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Low Cost Indoor Positioning System
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Cliff Randell

Henk Muller

University of Bristol, UK
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This system simulates the progress of a fire in a single family
dwelling and responds to actions made by the user to rescue
occupants and put the fire out. The user of the VE is a Fire
Company Officer being trained or evaluated for his/her skills at
commanding a fire crew. In the VE, the user will speak commands that
are translated by an operator into a predetermined animation sequence
in the virtual environment. As the fire company officer issues
commands, the virtual fire crew will go through animations reflecting
these commands, and the fire burns in response to virtual crew actions.
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Demos in the College of Computing Building
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Title |
People
Involved |
Description |
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Temporal Integration of Multiple
Silhouette-based Body-part Hypotheses
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Aaron Bobick
Vivek Kwatra
Amos Johnson
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We present a technique for integrating appearance-based body-part
labeling. It works as a probabilistic tracking framework extended to
handle multiple competing state estimators.
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The Kimura System: An Augmented Office Environment
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Elizabeth Mynatt
Blair MacIntyre
Gregory Corso
Stephen Voida
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The Augmented Office seeks to explore and evaluate the addition of visual
peripheral displays to human-computer interfaces within an office
environment. Our research is focused on augmenting a traditional desktop
display with semantically meaningful, task-based wall displays, as well as
exploring the psychological principles underlying perception of change in a
peripheral display.
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Ambush
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Elizabeth Mynatt
Joe Tullio
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A probabilistic calendar portrays the likelihood of a person attending an
event based on the content of their calendar and their past attendance
patterns. Using Bayesian networks, we model attendance patterns based on a
number of factors including the existence of conflicting events, past
behavior, and the relationships between repeating, unique, incomplete and
recent calendar entries. This research investigates the applicability of
Bayesian nets to predicting attendance, how Bayesian models can adapt to
naturally changing behaviors such as declining interest in a recurring
event, and how sporadic training and automatically gathered information can
aid reinforcement learning.
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Fostering Group Awareness Through Comparative Representations
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Elizabeth Mynatt
Elaine Huang
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The goal of this research is to build a set of tools to support awareness of
others in an office/lab environment, within a set of coworkers or between
groups of coworkers. The aim is to provide abstract representations of
individuals' status on projects, papers, or websites on a public display,
allowing the individuals to assess their own progress in relation to their
coworkers' and gain an awareness of the group's activities in general, but
also to provide a measure of privacy by not giving individuals access to
specifics on other individuals' activities.
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Ubi-Finger: Gesture Input Device for Mobile Use
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Koji Tsukada

Michiaki Yasumura

Graduate School of Media and Governance, Keio University, Japan
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This paper proposes a new interface in mobile environment called "Ubi-Finger"
that realizes sensuous operations for PDA and information appliances
by human gesture. Since gesture-input interfaces enables sensuous
operations for users, there have been many researches about them especially
for Virtual Reality. But almost those existing systems are very expensive
and large, and not considered to be used in mobile environment. Ubi-Finger
is a gesture-input device, which is simple, compact, and optimized for
mobile use. We developed a prototype that enables to control real-world
devices with natural gestures.
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TrekTrack: A Round Wristwatch Interface for SMS Authoring
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Anders Kirkeby

Rasmus Zacho

Jock Mackinlay

Polle Zellweger

Center for Pervasive Computing,
University of Aarhus, Denmark
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The user interface for text messaging via SMS has changed little since
the technology was introduced on cell phones. In the part of the
TrekTrack project presented here we suggest a future alternative user
interface for SMS messages based on a round wristwatch device.
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Making Everyday Life Easier Using Dense Sensor Networks
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W. Steven Conner

Intel Architecture Labs,
Intel Corporation
Lakshman Krishnamurthy

Intel Architecture Labs
Roy Want

Intel Research
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Advances in hardware are enabling the creation of small,
inexpensive devices and sensors. Hundreds or thousands of these devices can
be connected using low-power multi-hop wireless networks. These networks
foster a new class of ubiquitous computing applications called proactive
computing. In proactive applications, computing occurs in the background
without requiring human interaction; humans participate to access
information or to modify control policies. We demonstrate the application
of large wireless networks of sensors to solve everyday problems in the
workplace, e.g., an application that allows people in the workplace to
easily find empty conference rooms (e.g., for impromptu meetings) or to find
empty parking spaces in a large parking lot.
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Multibrowsing:
Moving Web Content Across Multiple Displays
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Brad Johanson

Shankar Ponnekanti

Caesar Sengupta

Armando Fox

Stanford University
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Multibrowsing is a framework that extends the information
browsing metaphor of the Web across multiple displays. It
does so by providing the machinery for coordinating
control among a collection of Web browsers running on separate
displays in a ubiquitous computing environment. The dis- plays may
be "public" (e.g. wall-sized xed screens) or "private" (e.g. the
screens of individuals' laptops or handhelds). The resulting system extends
browser functionality for existing content by allowing users to move
existing pages or linked information among multiple displays, and
also enables the creation of new content targeted specially for
multi- display environments.
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Lessons Learned in Creating Real-World Interfaces
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David Wrighton

Dillon Bussert

Scott McCrickard

Virginia Tech
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Informational displays have been developed that use lighting, air flow,
and physical objects external to the computer screen, but typically
lacking are simple and straightforward steps for creating these displays.
This paper describes our experiences in creating a real-world interface
using X10 devices and common household appliances, and outlines our
framework for creating real-world interfaces quickly, easily, and
inexpensively.
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Push-Pin Computing:
an Integrated Platform for Ubiquitous Computing
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Joshua Lifton

Joseph Paradiso

MIT Media Lab
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Pushpin Computing is the first attempt at a computing architecture closely
following the ideas set forth in the Paintable Computing project.
Namely, it is an architecture consisting of many independent, locally
communicating computing nodes physically distributed at scales considered
dense in comparison with normal human scales. The key to this model is the idea
that simple local interaction among computing nodes can result in complex
algorithmic structures at the level of the system as a whole. Strong
analogies exist between Pushpin Computing and biological systems such as
ant colonies, thermodynamic systems such as ideal gases, and abstract
systems such as the game Go.
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Video-based Rendering
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Irfan Essa

Gabriel Brostow
Antonio Haro
Lionel Reveret
Arno Schoedl
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We will show various projects on video-based rendering.
These includes our work on (a) generating novel video sequence
from shorter bounded videos (video textures); (b) synthetic
rendering of motion-blur as a video post-process; (c) modeling
and rendering of facial skin; and (d) modeling of speaking faces.
Time permitting, we will also show our other work on tracking, and
may also show videos of some of our Digital Video Special Effects
classes.
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The Real-world Wide Web: Integrating the WWW into the Real World
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Blair MacIntyre

Rob Kooper
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This project is an exploration of how one would visualize and interact with
the WWW if we used it to create a context- and location-aware mobile
information space that was projected into 3D around the user as they moved
through the world.
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Alices Adventures in New Media
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Blair MacIntyre

Jay Bolter

Maribeth Gandy

Emmanuel Moreno
Joaquin Lobo Madruga
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Alicešs Adventures in New Media is an Augmented Reality (AR) experience developed
in collaboration between the School of Literature, Communication and Culture, and
the College of Computing. The experience is based on A Mad Tea Party, a chapter
from Lewis Carroll's book Alice's Adventures in Wonderland. The user assumes the
role of Alice and sits at the tea party with three interactive characters: the
Mad Hatter, Dormouse, and March Hare. As a developing medium, AR has yet to establish
itself as a narrative form. By comparing the unique characteristics of AR with established
media such as film and interactive CD-ROMs, the project explores the development of
AR as a storytelling medium. Innovations include the refashioning of conventions used in
film and interactive CD-ROMs for the development of an AR narrative, the use of simple
procedural characters to create an immersive interactive experience, and the exploration
of the Macromedia Director environment as an AR production tool. We are also using this
demo as a test of a wide area vision tracking infrastructure we have recently begun
working on.
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An Audio Museum Tour of Sweet Auburn
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Blair MacIntyre

Jay Bolter

Lauren Keating
Frances Hamilton
Russell Morris
Kiana Tennyson
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This project is an Audio Augmented Reality (AR) experience developed in
collaboration between the School of Literature, Communication and Culture,
and the College of Computing. The goal of this project is to explore how
spatialized audio can be used to enhance a museum experience by creating an
auditory space that envelops the user as they move about the museum, rather
than simply playing linear audio clips for each piece or exhibit.
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AquaMOOSE 3D
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Amy Bruckman

Jason Elliott
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AquaMOOSE 3D is a graphical multi-user game construction kit that provides
a compelling context for high school students to learn mathematics. The
current version includes the Ring Game, where students travel through an
obstacle course of rings in the virtual space by specifying their
movements with parametric equations.
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Demos in the Centennial Research Building, 2nd Floor
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Title
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People
Involved |
Description
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Space Cadet - New Techniques for Window Management
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John Stasko

Dugald R. Hutchings
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We are exploring algorithms for efficient management of windows in
GUIs with a focus on developing new movement/repositioning operations.
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What's Happening - Promoting Community Awareness
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John Stasko

Alex Zhao
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Keeping up with the current affairs in a community and knowing
community members beyond their names is difficult in large, somewhat
virtual organizations. This demo will present two lightweight
opportunistic information displays that help promote
awareness and communication without causing distraction.
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Organize This!
Exploring Personal Information Management
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John Stasko

Rod Peters
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This demo will present the results of a qualitative research study
aimed at better understanding people's habits in personal information
management. The results of this study are being used to inform the
design of an information visualization system for helping people in
this activity.
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Webwatch: Exploring Visualization Techniques for Viewing and Sharing Bookmarks
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John Stasko

Cathy Eichholz Polk
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The Webwatch research project investigates information visualization
techniques for displaying bookmarks of individuals and groups of people. The
visualization aims to facilitate the sharing and discovery of interesting web
pages among peers.
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InfoCanvas -
Information Art
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John Stasko

Todd Miller
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This demo shows a system for helping people keep aware of information
of peripheral interest. Users "paint" a personalized representation
of information of interest (traffic, weather, etc.) and we display the
appropriate mapping of that representation on ambient LCD displays.
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Demos in the Centennial Research Building, 3rd Floor
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Title
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People
Involved |
Description
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Automated Meeting
Capture and Access in TeamSpace
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Gregory Abowd

Heather Richter
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TeamSpace is a collaborative environment for distributed teams
supporting the capture and access of virtual meetings. This is a demo
of the system described in the Ubicomp 2001 paper "Integrating Meeting
Capture and Access within a Collaborative Environment."
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Multimodal Interfaces
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Bill Ribarsky

Thad Starner

Chris Shaw

David Krum
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We demonstrate our new speech and hand gesture multimodal interface.
The interface integrates speech recognition and vision-based hand gesture
recognition. We apply the interface to a rich navigation application in
a whole earth environment. The interface is flexible and can be used on
a variety of platforms. We demonstrate it in our mobile visualization
and virtual workbench environments.
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GVU Weather Central
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Bill Ribarsky

Nick Faust

Chris Shaw
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We demonstrate our integrated environment that obtains real-time,
3D Doppler radar feeds and satellite weather images and displays them
immediately over high resolution terrain. A variety of display interfaces
and visualization techniques are used to support rapid decision-making.
The goal is a ubiquitous data storage, query, and decision-making
environment where a variety of stationary and mobile users can get
severe storm weather information for the location they want whenever they
want.
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The Virtual Airplane
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Larry Hodges

Chris Shaw

Jeff Stewart
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Fear of flying is a serious problem that affects millions of
individuals. Exposure therapy for fear of flying is an effective
therapy technique. However, exposure therapy is also expensive and
logistically difficult to arrange. To solve these problems, we have
developed a virtual airplane for use in fear of flying exposure
therapy.
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The Meditation Chamber
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Larry Hodges

Diane Gromala

Chris Shaw

Jay Bolter

A. Fleming Seay
Mirtha Ferrer
Eli Wendkos
Sue Rinker
Chris Aquino
Chris Campbell
Colin Henderson
Rob Hill
Dawn Pendergast
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The Meditation Chamber is a Virtual Environment experience that is
intended to promote relaxation through the use of biofeedback
visualization, progressive muscle relaxation, and controlled
breathing. Users wear a head-mounted display and are taken through a
series of relaxation exercises, coached by audio and visual imagery.
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Fire Training Environment
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Chris Shaw

Larry Hodges

Mahesh Balakrishnan
Tazama St. Julien
Robert Crawford
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This system simulates the progress of a fire in a single family
dwelling and responds to actions made by the user to rescue
occupants and put the fire out. The user of the VE is a Fire
Company Officer being trained or evaluated for his/her skills at
commanding a fire crew. In the VE, the user will speak commands that
are translated by an operator into a predetermined animation sequence
in the virtual environment. As the fire company officer issues
commands, the virtual fire crew will go through animations reflecting
these commands, and the fire burns in response to virtual crew actions.
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The Gesture Pendant
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Thad Starner

Daniel Ashbrook
Maribeth Gandy
Helene Brashere
Marty McGuire
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We present a wearable device for control of home automation systems
via hand gestures. This solution has many advantages over traditional
home automation interfaces in that it can be used by those with loss
of vision, motor skills and mobility. By combining other sources of
context with the pendant, we can reduce the number and complexity of
gestures while maintaining functionality. As users input gestures,
the system can also analyze their movements for pathological tremors.
This information can then be used for medical diagnosis, therapy and
emergency services. Currently, the Gesture Pendant can recognize
control gestures with an accuracy of 95 percent and user defined
gestures with an accuracy of 97 percent. It can detect tremors above
2HZ within +-0.1 Hz.
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Billiards Assistant
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Thad Starner

Tracy Westyn
Amy Hurst
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The Billiards Assistant analyzes the current board and players' shot
history to recommend which shot to make next.
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Capture Vest
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Thad Starner

Kent Lyons
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In order to study human-computer interaction on a wearable computer,
the physical context of the situation must be captured. The Capture
Vest and VizWear software allows replaying of both the user interface
and the user's context for user studies.
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Guardian Agents
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Thad Starner

Ben Wong
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Wearable computers are often promoted with speech recognition interfaces
that allow the user to select options from a menu. However, our lives
are surrounded by the spoken word. What speech interfaces are viable
outside that of traditional direct manipulation? This project attempts
to couple everyday conversation with visual memory aides such as the
Remembrance Agent and schedulers to provide just-in-time information
support for the user.
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Detecting Social Engagement with Wearable Computers
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Thad Starner

Brad Singletary
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Description TBA
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Mobile Sign Language Recognition
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Thad Starner

Helene Brashere
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We are extending previous research on a portable American Sign Language
(ASL) translation system that can be used in a real world
environment. The system will translate the user's sign into spoken
words. It is composed of a wearable computer and a video camera
mounted in a hat. The video camera feeds images of the users hands to the
wearable computer where it is processed and interpreted.
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Animal Behavior Modeling
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Ron Melby
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Description TBA
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