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Winter Quarter, 2004
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| 03/10/04 |
Chris Halter and Jim Levin, Teacher Education Program, UCSD
DIVE-In to Teaching:
Using Digital Video Tools to Support Teacher Development A look at scaffolding pre-service teacher development through
critical self-reflection and peer collaboration through the use the
Internet and DIVER, a digital video analysis tool.
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| 03/03/04 |
Morana Alac,
Dept of Cognitive Science, UCSD
Scientists using fMRI technology strive to design and carry out experiments in which subjects' movements are reduced to minimum. Such movements produce artifacts that are seen as obstacles for successful research. I examine how the imagined causes of these artifacts are re-produced during data analysis as part of discursive and embodied social action and what their role is in knowledge production. In order to trace the ways in which these elements leak back into scientific practice, I focus on traditionally less explored communication modalities, such as non-linguistic sounds, body movements, gestures, etc.. I describe how, in two instances of fMRI apprenticeship, such semiotic modalities are combined with brain images to produce understanding. The video-taped interaction reveals how phenomena of interest are conceptualized as dynamic and hybrid events generated through schematic coordination of different semiotic modalities.
During the second part of the meeting Hollie Crower and I will show you David Byrne's DVD Envisioning Emotional Epistemological Information on his use and abuse of Power Point.
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| 02/25/04 |
Tim Marks,
Dept of Cognitive Science, UCSD
G-flow: A
generative model for fast tracking using 3D deformable models
Tracking an object (such as a human face) in 3D from 2D video data
is a difficult problem that is crucial to many potential applications
of computer vision. The problem is difficult because the observed
variation in the 2D images over time can be caused by a variety
of sources in the (three-dimensional) world, such as rigid motion,
non-rigid motion, and changes in lighting. Existing approaches to
object tracking in the computer vision literature can be divided
into motion-based (or optic flow-based) approaches and template-based
approaches. Flow-based methods implicitly assume good knowledge
about the location of the object at each time step, and thus have
a tendency to drift as errors accumulate. Initialization and recovery
from drift are open issues in motion-based approaches, and they
are typically handled using heuristic methods. At the other end
of the spectrum, template-based approaches assume good knowledge
about the appearance of the object of interest. Template-based approaches
have difficulty dealing with realistic sources of variation (pose,
illumination, identity, expression, etc), and typically rely on
heuristics that allow for dynamic updating of the templates and
periodic re-registration. In practice, the issues of model initialization,
dynamic updating of templates, error detection, and re-initialization
are still unsolved. Finding principled solutions to these problems
is critical to the widespread application of this computer vision
technology in daily life. I will present a generative model (G-flow)
and inference algorithm for simultaneous tracking of 3D pose (rigid
motion), non-rigid motion, object texture, and background texture.
Under this model, optimal inference about pose and texture can be
performed efficiently using a bank of Kalman filters for texture
whose parameters are updated by an optic-flow-like algorithm. The
inference algorithm unifies optic flow-based and template-based
tracking methods, dynamically adjusting the relative importance
of each component in a principled manner, and elucidating the conditions
under which each type of algorithm (flow-based or template-based)
is optimal. I will demonstrate a non-rigid face tracking system
based on G-flow.
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| 02/18/04 |
Jean-Baptiste
Haué, Post-doc in D-COG/HCI and Interactive Cognition Labs,
UCSD
Bringing
meaning in driver’s study
The Nissan Project gathers seven universities working with the NRC
(Nissan Research Center) in Japan. It is in its 3rd year and just
had its 4th workshop. The team from the HCI-D-Cog lab participates
to this project by 1) Building a database of natural drive situations
to be shared by all the participants of the project, 2) Bringing
an ethnographic approach to analysis and 3) Providing some recommendations
for Design. Several issues are brought by study. One is on what
ethnography can bring to the others approaches and to the designers.
It appears that a description respecting the meaning of the driver
during natural situation is complementary to the theoretically driven
approaches and to the simulator studies. The ethnographic analyses
of the common notions, like lane changes, show the importance of
the context from the road and the traffic but also from the driver’s
preferences and feelings. The NRC is also concerned about the rejection
of some systems by the consumers and wants to have some feed back
from real users. A tool is necessary to browse the huge amount of
data collected before, during, and after the drive. Erwin Boer,
coordinating the universities and the NRC, provide us Matlab tools
to have an environment for ethnographic analysis combined with automated
processing of data. Some algorithms for automatic detection and
visualization will also be provided from others labs. These tools
address the more general issues of information visualization and
pattern research. Eventually, the need to formalize the ethnographic
knowledge leads to build taxonomy of situations and to identify
patterns of behavior. The use of categories shared with cognitive
tasks decomposition and studies of time of behavioral responses
allow a discussion with theses disciplines. But at any time it is
possible to come back to a detail analysis to see what is going
on for the driver. In Wednesday talk, after a personal presentation,
the Nissan project and the work from the HCI-D Cog lab will be presented.
Bio
Jean-Baptiste Haué is post-doc at UCSD from June 2003. He is sharing
his time between the ICLab and the HCI-D-Cog lab. At the ICLab he
is working on collaborative work in small team, in face to face
/ distributed environment. At the HCI/D-Cog lab, he is working on
the ethnography of drive activity in the Nissan project. After his
engineering diploma at the UTC (Université de Technology de Compiègne),
in France, he has done his PhD at the R&D department of EDF (Electricité
de France) supervised by Jacques Theureau from the UTC. In the Human
Computer Interaction group he has worked on Cognitive Engineering
methodology applied to heating systems, about the construction of
HCI specifications from ethnographic knowledge.
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| 02/11/04 |
François
Guimbretière, Human-Computer Interaction Lab (HCIL), Univ. of
Maryland
People, Paper
and Computers
For
several decades, experts have predicted that the advent of more
powerful and compact computers will result in the creation of paperless
offices. Yet, the consumption of paper is on the rise and, with
few exceptions, office work still relies heavily on paper. At the
root of this apparent paradox is the tension between the set of
affordances provided by printed and digital documents: on the one
hand, printed documents are easy to navigate, annotate and provide
large inexpensive high-resolution display surfaces. Their tangibility
also makes them easy to navigate. On the other hand, digital documents
are easy to edit, search and index. Their intangibility makes them
inexpensive to store, duplicate and distribute. The project on People,
Paper and Computers explores how to design new human computer interfaces
that will bridge the affordance gap between printed and digital
documents. These interfaces will let users navigate and annotate
digital documents with the ease and comfort of printed documents.
In this talk, we will present an overview of the project on People,
Paper and Computers and report on the current status of several
major components including the Paper Augmented Digital Document
system.
Bio
François Guimbretière
is an assistant professor at the University of Maryland Human-Computer
Interaction Lab (HCIL). His current research interests include exploring
how new technologies can be used to reduce the gap between the digital
world and the paper world; designing and quantifying new command
selection mechanisms such as FlowMenu and understanding how new
interaction and rendering techniques could help people understand
and compare very large trees such as phylogenies. More information
can be found at http://www.cs.umd.edu/~francois.
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| 02/04/04 |
Amaya Becvar,
D-COG/HCI Lab, UCSD
Digital Pen/Analog Pen - Enhancing the cognitive
elegance of paper-based media
For several decades, visionaries have
predicted a move away from an analog paper-based workplace to a
digital workplace. However, even with the advent of fast, cheap
computers and the World Wide Web, paper consumption has instead
exponentially exploded. It seems that people prefer paper for many
tasks, because paper has key affordances as yet unrealized in digital
media. But digital media has important advantages that paper does
not, such as the ability to be rapidly searched and indexed. To
this end, designers have worked for many years trying to build digital
devices that mimic the affordances of paper while maintaining the
advantages of digital technology. However, these devices have met
with little success in real-world workplaces. Paper is just too
ubiquitous, inexpensive, and easy to use. Perhaps the answer is
not to build digital tools that copy the affordances of paper, attempting
to "inject" them into a functional workplace, but rather to work
on building tools that can bring paper and computer together, so
that people can effortlessly mix between the two media. The digital
Anoto pen is a device attempting to provide pathways between the
analog and the digital world. The pen looks and feels like a real
ballpoint pen, but has a system to automatically record pen strokes
on paper. In this talk, I will introduce the Anoto pen technology,
situated in a discussion of cognitive design. I will then discuss
some potential applications of the Anoto pen in educational and
workplace settings.
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| 01/28/04 |
William
J. Clancey, Chief Scientist, Human-Centered Computing Computational
Sciences Division, NASA-Ames Research Center (Moffett Field, CA)
Ethnographic
Studies of Scientific Expeditions: Systematic Recording and Analysis
Methods
Over six field seasons I have spent three months with scientists
exploring a Mars analog crater in the High Canadian Arctic. While
the geologists and biologists study the crater, I have studied the
scientists, with an eye for how we will live and work on Mars. As
a computer scientist I have emphasized the possible roles for computer
tools, but my study has broadly considered the nature of human exploration,
to inform mission support how people prefer to search, map, navigate,
and instrument a vast terrain. I have used typical ethnographic
methods of accompanying scientists in all aspects of the expedition,
using especially photography and video to document their work and
camp life. In this talk, I will show how time-lapse photography
and other systematic recording methods enable tracking where people
are and what they are doing when. Graphs of the data reveal surprising
regularities and correlations, with conclusions that transcend what
an observer immersed in the situation can know.
Bio
William J. Clancey is Chief Scientist for Human-Centered Computing
at NASA-Ames Research Center, Computational Sciences Division, where
he manages the Work Systems Design & Evaluation Group. Clancey's
research includes work practice modeling, distributed multiagent
systems, and the ethnography of field science. Projects in his group
include participation in MER mission operations, simulation of a
day-in-the-life of the ISS, knowledge management for future launch
vehicles, and automating some of the functions of CapCom for Mars
surface operations. Clancey has degrees in Mathematical Sciences
(BA, Rice University, 1974) and Computer Science (PhD, Stanford
University, 1979). At the Knowledge Systems Laboratory of Stanford
University (1974-1987), Clancey developed some of the earliest artificial
intelligence programs for explanation, the critiquing method of
consultation, tutorial discourse, and student modeling. Prior to
joining NASA in 1998, he was a founding member of the Institute
for Research on Learning where he co-developed the methods of business
anthropology in corporate environments.
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| 01/21/04 |
Saeko Nomura,
Visiting Post-doc in D-COG/HCI Lab, UCSD
Discovery
of Academic Communities by Web Citation Analysis - A Comparative
Study of Bibliographical and Web Citations
As
an introductory talk, firstly I talk about the part of my dissertation
topic, then I mention my research interest which I would like to
pursue in this laboratory. To discover how the Web-based structures
linking researchers' Web sites represent academic communities, this
study conducts Web citation analysis. Web citation analysis, the
application of bibliographical citation analysis to the Web, examines
the cocitation relationship and intercitation relationship among
Web sites. Since the semantics of Web links are more heterogeneous
than those of bibliographical citations, the challenge is to investigate
how precisely the Web links capture the ties of academic communities.
To this end, we assessed more than 3,000 Web sites of computer scientists
and more than 8,000 of the articles submitted by them. We then subjected
the 200 most frequently cited researchers (collected from both the
Web and articles) to Web author cocitation analysis and Web intercitation
analysis. As a result, we found out 1) Web author cocitation analysis
extracts the clusters of researchers that are supersets of bibliographical
author cocitation clusters, that is, communities representing larger
research fields. We also confirmed 2) the ratio of coauthor links
in Web mutual intercitation networks is significantly larger than
that in Web intercitation networks. Although Web links originally
represent various relations, the effect of mutual intercitation
in filtering narrows the links such that sociocognitive ties predominate.
Bio
Saeko Nomura recently joined the DCOG-HCI Laboratory, UCSD, as a
visiting scholar. Her research grant is provided by Yoshida Foundation
in Japan. Prior to this, she has been a researcher in the project
of Universal Design of Digital City, Japan Science and Technology
Agency (JST). She obtained her Ph.D. in Social Informatics from
Department of Social Informatics of Kyoto University (Advisor: Professor
Toru Ishida) in 2003. As a dissertation theme, she has worked for
the analysis of academic communities represented on the Web, collaboratively
with students in Computer Science. Since 2002, in tandem with her
dissertation research, she has been conducting Asia-wide Intercultural
Collaboration Experiment project (for short ICE), which is an open
source software development experiment with multilingual communication
through machine translation. This experimental project is sponsored
by Department of Social Informatics of Kyoto University, Japan Science
and Technology Corporation, and NTT Communication Science Laboratories,
and is participated by several universities from Japan, China, Korea,
and Malaysia.
Research
Interest
Computer-Mediated
Communication, Human-Computer Interaction, Interaction Analysis,
Contents Analysis, and Link Analysis (of the Web).
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| 01/14/04 |
Natalie Jeremijenko,
Dept. of Visual Arts, UCSD
On designing
tangible media and structuring participation
Can we really design Interaction? How do we reconcile
an agent performing particular tasks for which a system is designed,
with the informal, iterative and cumulative actions that constitute
interactions in situated contexts? I present an theoretical device,
empirical study and example designs that explore an approach that
has descriptive plausibility for both contexts. In particular I
argue that changing the unit of analysis from individuals interacting
with devices, to the structure of participation of small group contexts,
allows us to evaluate designs more effectively with respect to particular
social institutions. This will allow us to design and evaluate systems
in which we are concerned less with the series of interactions between
an agent and a device, and more with the capacity of the agent to
understand and act in the techno-social context that the device
provides.
Bio
Natalie Jeremijenko, is a design engineer and technoartist who has
recently joined the faculty in Visual Art, UCSD. Prior to this she
has been on the Faculty of Engineering, Dept of Mechanical Engineering,
Yale University. She has been named one of the top one hundred young
innovators by the MIT Technology Review, and her work has been featured
in the Tate Gallery Cream 2, and a large project was commissioned
for the opening of the museum MASSMoCA (www.massmoca.org ). Jeremijenko's
projects include digital, electromechanical, and interactive systems
in addition to biotechnological work. These have also been screened
and exhibited at the Guggenheim Museum, the Museum Moderne Kunst,
Frankfurt, the LUX Gallery, London, the Whitney Biennial, Documenta,
Ars Electronic prix, presented at the Museum of Modern Art in New
York. She was a 1999 Rockefeller fellow. She did graduate engineering
studies at Stanford University in Mechanical Engineering, and at
the University of Melbourne in the History and Philosophy of Science
Department and her Ph.D. is in the Dept of Information Technology
and Electrical Engineering, University of Queensland. As the director
of the Engineering Design Studio at Yale University she developed
and implemented new socio technical courses in technological based
innovation. She is also affiliated with the Media Research Lab/Center
for Advanced Technology in the Computer Science Dept., NYU, where
she did postdoctoral studies. Other research positions include several
years at Xerox PARC in the computer science lab, and the Advanced
Computer Graphics Lab, RMIT. She has also been adjunct faculty in
digital media and computer art at the School Of Visual Art, New
York and the San Francisco Art Institute. She is known to work for
the Bureau of Inverse Technology.
Research
Interest
Tangible Media, Physical Computing, Human Computer Interaction,
Distributed Sensing, Robotics, interaction design for nonhumans,
Ubiquitous Computing, Innovation Processes, Interdisciplinary Knowledge
transfer, Lay/Expert Knowledge, Engineering and Technical Education,
Characterizing technosocial change, Toy Design, Sociology of Scientific
Knowledge, Material Culture, Smart Building Design
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