Author: Julie Knight

  • 22SepCamping sauvage

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!


    Camping Sauvage (projet), Tentes igloos, toile de spi, ballon météo, hélium, 100 x 200 x 200 cm chacune, 2006.

    I love this art proposal from La Guardia. Because free camping is forbidden in France, La Guardia decided to create a new genre of tents, still attached to the ground using ropes tied to stakes, but the tent itself is floating in the air. This allows anyone to camp without law infraction as well as being suitable in any type of landscape environment.


  • 22SepCamping sauvage

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!


    Camping Sauvage (projet), Tentes igloos, toile de spi, ballon météo, hélium, 100 x 200 x 200 cm chacune, 2006.

    I love this art proposal from La Guardia. Because free camping is forbidden in France, La Guardia decided to create a new genre of tents, still attached to the ground using ropes tied to stakes, but the tent itself is floating in the air. This allows anyone to camp without law infraction as well as being suitable in any type of landscape environment.


  • 21SepAmbient clock for elders

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    At Interact 2007, I discovered the work of Yann Riche and Wendy Mackay.

    He presented the MarkerClock, an ambient clock for elders.

    Pdf of the paper.

    Seniors support one another through routines and through shared awareness. The MarkerClock facilitates the sharing and awareness of routines among elders. Built upon seniors’ stories of their daily life, it invites for reciprocal care behaviors.

    The clock appears as ambient and non intrusive by giving symbolic graphical information on the user’s activity. For instance, if Beatrice goes to the market in the morning, this information is coordinated with the clock and displayed graphically as “absent”. Because her friend knows she is at the market, it appears as normal.



    Examples of a) users’ codes, b) user’s motion trace

    During user observations, an elder explained that she sends a signal by ringing 3 times the phone of her friend so that her friend can assess that she is all right. Users originally invented strategies, such as this code, to be aware of each other’s lives. The design rationale integrates these findings into the augmented clock. It embeds active and passive communication and do so by simply detecting the user’s motions in front of it, directly measuring the senior’s activity.


  • 21SepAmbient clock for elders

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    At Interact 2007, I discovered the work of Yann Riche and Wendy Mackay.

    He presented the MarkerClock, an ambient clock for elders.

    Pdf of the paper.

    Seniors support one another through routines and through shared awareness. The MarkerClock facilitates the sharing and awareness of routines among elders. Built upon seniors’ stories of their daily life, it invites for reciprocal care behaviors.

    The clock appears as ambient and non intrusive by giving symbolic graphical information on the user’s activity. For instance, if Beatrice goes to the market in the morning, this information is coordinated with the clock and displayed graphically as “absent”. Because her friend knows she is at the market, it appears as normal.



    Examples of a) users’ codes, b) user’s motion trace

    During user observations, an elder explained that she sends a signal by ringing 3 times the phone of her friend so that her friend can assess that she is all right. Users originally invented strategies, such as this code, to be aware of each other’s lives. The design rationale integrates these findings into the augmented clock. It embeds active and passive communication and do so by simply detecting the user’s motions in front of it, directly measuring the senior’s activity.


  • 12SepVisualizing Audio Cues

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    Today at Interact 2007 I discovered the work of Tony Bergstrom who happens to be Karrie Karahalios’s student. He presented today the Conversation Clock table.

    On the Conversation Clock table, lapel microphones monitor conversation while the visualization of history is projected in the center. The Conversation Clock provides a visual history of interaction and communication. Each contribution displays bars colored to indicate the speakers’ identities. The lengths of these bars indicate the degree of participation, measured by volume. As a conversation progresses, a history is built with concentric rings reminiscent of the rings on a tree.

    The Conversation Clock displays various conversational cues such as turn taking, interruption, conversational dominance, silence, agreement, aural back-channels, mimicry, time spans, rhythm and flow. If an individual has not been speaking, their lack of aural contribution is made clear in the rings. Of course, if individual is speaking at length and dominating the conversation, one can easily observe this as well. Aspects such as interruption, silences, and argument also make visual impressions on the table.

    As a result, the Conversation Clock allows people to interpret their role in interaction. The visualization of audio allows people who speak the most to regulate their speech and speak less and the persons who speak the less to speak more.

    “Live visualization of audio through social mirrors can provide influential cues for

    individual participation in conversation. Participants alter themselves in order

    to equalize the contribution of individuals.”

    Paper to download


  • 12SepVisualizing Audio Cues

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    Today at Interact 2007 I discovered the work of Tony Bergstrom who happens to be Karrie Karahalios’s student. He presented today the Conversation Clock table.

    On the Conversation Clock table, lapel microphones monitor conversation while the visualization of history is projected in the center. The Conversation Clock provides a visual history of interaction and communication. Each contribution displays bars colored to indicate the speakers’ identities. The lengths of these bars indicate the degree of participation, measured by volume. As a conversation progresses, a history is built with concentric rings reminiscent of the rings on a tree.

    The Conversation Clock displays various conversational cues such as turn taking, interruption, conversational dominance, silence, agreement, aural back-channels, mimicry, time spans, rhythm and flow. If an individual has not been speaking, their lack of aural contribution is made clear in the rings. Of course, if individual is speaking at length and dominating the conversation, one can easily observe this as well. Aspects such as interruption, silences, and argument also make visual impressions on the table.

    As a result, the Conversation Clock allows people to interpret their role in interaction. The visualization of audio allows people who speak the most to regulate their speech and speak less and the persons who speak the less to speak more.

    “Live visualization of audio through social mirrors can provide influential cues for

    individual participation in conversation. Participants alter themselves in order

    to equalize the contribution of individuals.”

    Paper to download


  • 12SepInteract 2007 presentation

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    Today at Interact 2007 I presented my research conducted from 2002 until 2005. I presented the story of a Graphical User Interface that became a Tangible User Interface. The presentation introduced a novel approach to collecting, editing and performing visual and sound clips in real time.

    The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. It was shown how a graphical interface created for video production informs the design of a tangible environment that provides a spontaneous and collaborative approach to video creation, selection and sequencing.

    Iterative design process, participatory design sessions and workshop observations with 10-12 year old users from Sweden and Ireland were presented and discussed. The limitations of interfacing video capture, editing and publication in a self-contained platform were addressed.

    I uploaded my presentation in .pdf format here

    Paper in .pdf


  • 12SepInteract 2007 presentation

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    Today at Interact 2007 I presented my research conducted from 2002 until 2005. I presented the story of a Graphical User Interface that became a Tangible User Interface. The presentation introduced a novel approach to collecting, editing and performing visual and sound clips in real time.

    The cumbersome process of capturing and editing becomes fluid in the improvisation of a story, and accessible as a way to create a final movie. It was shown how a graphical interface created for video production informs the design of a tangible environment that provides a spontaneous and collaborative approach to video creation, selection and sequencing.

    Iterative design process, participatory design sessions and workshop observations with 10-12 year old users from Sweden and Ireland were presented and discussed. The limitations of interfacing video capture, editing and publication in a self-contained platform were addressed.

    I uploaded my presentation in .pdf format here

    Paper in .pdf


  • 08SepHand-eye coordination at 22 months?

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    Researching on hand-eye coordination, around 5-7 they still are supposed to develop it. I found this 22 month old toddler pretty good at playing Wii-Tennis!

    Hand-eye coordination – Definition

    Hand-eye coordination is the ability of the vision system to coordinate the information received through the eyes to control, guide, and direct the hands in the accomplishment of a given task, such as handwriting or catching a ball. Hand-eye coordination uses the eyes to direct attention and the hands to execute a task.

    Description

    Vision is the process of understanding what is seen by the eyes. It involves more than simple visual acuity (ability to distinguish fine details). Vision also involves fixation and eye movement abilities, accommodation (focusing), convergence (eye aiming), binocularity (eye teaming), and the control of hand-eye coordination. Most hand movements require visual input to be carried out effectively. For example, when children are learning to draw, they follow the position of the hand holding the pencil visually as they make lines on the paper.

    From “Hand-Eye Coordination.” Encyclopedia of Children’s Health. Ed. Kristine Krapp and Jeffrey Wilson. Gale Group, Inc., 2005. eNotes.com. 2006. 8 Sep, 2007

    More description here

    .pdf of the paper


  • 05SepOperation for adults!

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!



    Operation, game by Hasbro

    Today, I met with TMG alumni Paul Yarin. One of his latest project, the interactive sensing module for laparoscopic trainer, developed with Wendy Plesniak reminded me of the funniest childhood game Operation created by Hasbro. The child practices coordination skills by removing the patients symptoms with the tweezers.

    The sophisticated and impressive Interactive sensing module for laparoscopic trainer is a self-contained simulator for structured testing and training of skills used in laparoscopic surgery. Digital video and electronic sensors capture user performance and is approved to be used by medical centers to train and test critical laparoscopic skills. This is such a clever implementation. The advantages of physical objects as tools and the power of computer simulation are combined at their best.

    “This interactive laparoscopic training simulator combines the best of physical and virtual simulation into a plug ‘n’ play solution. It combines validated physical reality exercises, computerized assessment, and validated McGill Metrics. Electronic sensors and digital video capture user performance with a PC interface.”



    An example of practice task

    Real Laparoscopic Simulation’s web site