Friday, May 30, 2008

DGPis40 Abigail Sellen talk

This is the second talk that I attended at the DGPis40 reunion conference which was by Abigail Sellen, Senior Researcher and Microsoft Research Cambridge.

Abigail talked about her stints at DGP as a post-doc where in the early '80s and '90s, she worked on Bill Buxton's Ontario Telepresence project. She is now at Microsoft Research Cambridge in the UK working on socio-digital systems and her talk is "Being Human in the Digital Age". Her research deals with how to bring humans into the loop of computer technologies and assist the human, a human-centered approach to computing which I think is much needed in our industry. She has 23 patents and she says that we have to think and change our methodologies towards HCI. We need to put a humanistic agenda in research.

In the past, the origins of HCI was about thinking the brain as an information processing system and using cognitive psychology (in the '70s and '80s) and human factors engineering. Then in the early '80s, Don Norman talked about HCI and Card, Moran and Newell (1984) wrote a book called the Psychology of HCI. The idea here was to use cognitive psychological models to improve the use of computers. These led to the following contributions to HCI: User-centered design, user-testing and modelling.

Now, we are in the age of ubiquitous computing as visioned by the late Mark Weiser from PARC. An example of this is the Augmented Reality kitchen from the MIT Media Lab. The problem with HCI is that we need a view of the user and understand users as cognitive machines, therefore we need to have multi-disciplinary terms and design goals for rich evolving ecosystems and practices. As a result of this, Abigail and her colleagues created a Whereabouts clock which allows each member of the family to see where others are (either work, school, or out) based on their location. They conducted a user study that showed that family members got reassurance of where everyone was.



In their research, they have opened up the view of the user and thought of new information appliances that they would have not thought before if there was not any user testing. Opening up to the user can lead to invention. Another example that they created is the digital postcard where people can send SMS of pictures and text and it will show on the postcard.



Another example is the kitchen postcard which they created which becomes an ambient display and blog space. Think of it like a digital version of putting stuff on the fridge.



They also created a visual answering machine called Bubbleboard where the size of the bubbles indicates the length of the message.



According to Abigail, long term studies in real homes can give new insight into value of technologies for people. Abigail says that we need to redefine the H,C and I in HCI. Can technologies help us to switch off, forget, be isolated, be engaged (the opposite of what technologies do for us but thinking about what it means to be human). We are so increasingly connected, but sometimes we just need to unwind and not be connected, we need a break. So this raises new questions for research and development. Therefore, we need an HCI based on human values.

Abigail and a bunch of other researchers explore this reincarnation of HCI (in my opinion) with their published document from their workshop called Being Human:Human Computer Interaction in the Year 2020 which can be downloaded. I'll for sure be reading this because my research is very much into this area with social networks and how we can bring social networks to mobile and ubiquitous computing.

DGPis40 Bill Buxton talk

Here is a talk that I attended from the DGPis40 reunion conference for U of T's Dynamic Graphics Project, which turns 40 years old!

40 Years: Almost Enough Time to Make a Difference
Bill Buxton
Microsoft Research
www.billbuxton.com

Bill started his stints at DGP as a student but he was not a Computer Science student but a musician. Today, he probably would not be admitted as a Computer Science student. His talk today is based on whether Could DGP Happen Today? He is reviewing 40 years of DGP. A lot of the technologies of icons, Palm’s Graffiti, teletype, all came from beginnings of DGP. Also, Bill is mentioning that another icon is the Academy Award, which DGP has probably amassed more based on its alumni and the lab compared to other schools, which is strange he says because since DGP is in the Computer Science department.

What is the real accomplishment of the past 40 years? Bill worked on a computer that is now in the National Research Council (NRC) archives. NRC made a mouse in 1968, probably the second mouse based exactly from Doug Englebart who invented the mouse before PARC came up with the mouse in the 1970s. Bill worked as a musician and an artist, and started contacting Leslie Mezei at U of T (who is the founder of DGP). While working at DGP, he felt worthy of respect and became colleagues with others. If you wanted to do something, you could make it happen. Compared to other environments, you are dirt and you have to show respect to others until you have paid your dues. At DGP, people are challenged and are questioned and are proven to be wrong, because this means you will have learned something. DGP has published many papers at SIGCHI and SIGGRAPH more than any other academic and research lab during the first 20 years of its incarnation.

DGP was a self-organizing group because it was based on communal responsibility, he gives the analogy of filling concrete. Once students graduated, others came to fill the hole, so there was some kind of social contract. There are three generations of people in the CHI Academy, the only university to do so (Bill Buxton, Brad Myers, and Ron Baecker considered the grandfather in this lab). Bill is talking about The Long Tail a book by Chris Anderson, in the old economy you only had the beginning or head of the tail, whereas now in technology the most interesting opportunities happen in the long tail. A lot of work is done in the beginning of the tail in innovation and doing research. It takes 20 years from innovation to commercialization which is the exact number of years before a patent gets expired.

According to Bill, as academics, we are on a slippery slope and the slope is tilting. According to the New York Times in December 2007, corporate research labs are going away. There were few PhD students working in industry research than in 1980. There is no and will not be a Silicon Valley in Toronto or Canada. According to Bill, the DGP lab is absurd compared to other academic and corporate research labs. DGP represents integrity and values, productivity and influence around the world. Computers and technologies need to have as much engagement and review and criticism similarly to art and literary review. We need to think about culture and society within technology.

One question that was asked is how to bring the culture of DGP to corporate research labs like Microsoft Research that focuses on patents before publications. Bill answered that 80% of the work is on cultural change, the other 20% is the actual work. In his opinion, Microsoft Research has more academic freedom than any other university, which was an interesting comment in my opinion seeing that you would think Microsoft would absolutely tie all research back towards Microsoft products. Which is not to say that Microsoft doesn't do that of course, Microsoft Live Labs is exactly doing that, being a industrial lab to foster innovation within its MS products. What I got out of the talk is that there needs to be open Research, research with a capital R, not just some wishy washy research that is just for the benefit of the company and not the rest of the world. That is how you make a difference.

Saturday, May 24, 2008

Photos from Mesh08 conference up

I've put my photos from Mesh08 up on Flickr. Check them out! Thanks to the organizers for a great Mesh conference. You guys did an amazing job.

Thursday, May 22, 2008

Mesh08 - Day 2 - Second installment of 15 minutes of fame

Now is the second installment of 15 minutes of fame.



The first presenter is Ali Asaria of Well.ca which is an online drug and pharmacy store. Ali is saying that the key to their success is not the technology, but everything is focussed on the customer. Why are people buying online? People are saving time and it is the convenience of buying products.



The second presenter is Enomaly by Reuven Cohen which deal with enterprise cloud computing and scalable infrastructure. They are building scalable open source systems for companies. Mark Evans is asking Reuven where is cloud computing going? Reuven says that cloud computing is the next evolution of software. He is envisioning cloud computing as the base platform for building the next Google or like the Apache of cloud computing.



The last presenter is OverlayTV by Robert Lane. The business was focussed around user generated content. There are not a lot of tools for the average amateur user. Users can create overlays on video and post to Facebook, blog and any other social networking site. This is what video is heading towards, to annotate and to overlay on the video. The vision is to give 3 minutes to users to overlay on a video. Mark Evans is asking what is going to make Overlay.tv the YouTube of video. Robert is mentioning that there are 3 components, relevance, control (the users should be in control in creating the overlay).

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Wednesday, May 21, 2008

Mesh08 - Day 1 - Private vs. Public

I'm now in the last session of the first day of Mesh08 which is on Private vs. Public. There is the question of regulation in a public space. There is an issue now where people who are not who they are, post fake pages, there was this case with a Toronto local councillor who was bad mouthing others, according to Ken Anderson, assistant privacy commissioner for Ontario. You have to understand the ramifications of posting content online, according to philosophy professor and author Mark Kingwell. Rachel Sklar, the moderator, is addressing about how people use handles to be anonymous and not reveal their identity. An audience members is addressing how whether we can use a Creative Commons notion for acknowledging privacy and asking if it would be viable, because it is the case now that we have to be aware of what is being said in surroundings and how content about yourself can easily be posted online. Ken addressed how surveillance is something you can't control and he is talking about sousveillance where people monitor their surroundings like Professor Steven Mann's work on wearable computers.

Another question being addressed by an audience participant is how to guarantee that the information being captured using cameras is used for just for the purposes intended for, but what guarantees that it is not being used elsewhere. Another question is that whether we should get rid of privacy because everything is being made public and it is difficult to regulate and control privacy. According to Ken Anderson, not all websites are the same.

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Mesh08 - Day 1 - Panel: The New Front Page

I left the online video workshop to come to the panel on the new front page. Daniel Burka from Digg and Pownce is talking about how the web is not replacing traditional media, and how traditional media like CNN is not linking or using Web 2.0 tools like Digg. I'm beginning to see how CTV and CBC.ca is now using Facebook and other social media technologies and bookmarking services for sharing content with others. Daniel is mentioning that Digg is having some content partnerships with media companies.

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Mesh08 - Day 1 - Online video workshop

I've finally decided to go to the online video workshop. The workshop is talking about the creation of content, the presentation of content and monetization. The video content needs to be viewer centric and tailored to your audience. You also need to engage your audience with blog comments, etc. You need to distribute your video on a regular, predictable schedule and decide your distribution (iTunes, YouTube, blip.tv, Vimeo, Ustream.tv). For networking, you need to be part of the community through face-to-face meetups as well as social networking like MySpace, Facebook, LinkedIn, Twitter and other online tools. As a matter of fact, I'm getting more people following me on Twitter from the mesh conference than ever before!

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Mesh08 - Day 1 - 15 minutes of fame

Right now is the 15 minutes of Fame where start up companies talk about their product in 15 minutes. Today, there are three companies which is being moderated by Mark Evans.



The first company is aideRSS which is a service which provides an extra metalayer to target to users to read what matters to them, since there is a pool of information that is hard to digest. The web is now an RSS pool. This seems very relevant in Web 2.0, so I may check this out.

The second company is GigPark by Noah Godfrey and Pema Hegan, which is using friends to make recommendations to others for services. I'm a member of GigPark and seems really cool, something simple, but useful.



The third company is carbonetworks by Daniel Crawford. They create a software platform for helping companies create carbon emissions strategy.

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Mesh 08 - Day 1 - Michael Geist keynote

I'm right now in the keynote with Michael Geist who is University of Ottawa law professor. He is talking about technology law and copyright with digital media. There is lots of mashups of video that take different streams and making their own video. We talk about Facebook advocacy, YouTube advocacy, and Google advocacy (example using Ushahidi.com which uses Google Maps and identify places where violence has occurred).

There are examples where people have used Twitter where protesters in Germany updated other protesters, Facebook was used to bring to attention an issue by the public from which a law was made in the Senate in Canada. Offline protests have been organized from Facebook meetings. There is also a protest about net neutrality which has been publicized on a website online where people are gathering on Parliament Hill in Ottawa and Canada to not regulate the internet. According to Michael, there are people from the blogging community that are speaking against (cyberdissidents) issues and are jailed, and they use mainstream media to bring to the attention of those people that are jailed (like Reporters Without Borders). Michael gave an example of a video mashup which uses short clips from Disney movies to illustrate copyright law.



Michael has also launched a site called iOptOut to exempt yourself from a do-not-call registry. There is now the instance of Government 2.0. For example, in Britain, people can upload videos of what to ask the prime minister and invite the public into a kind of virtual townhall meeting.

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Tuesday, May 20, 2008

Photos for MeshU on Flickr

Here is my photostream for all photos that I took today at MeshU on Flickr. I can't wait for tomorrow's Mesh conference for two inspiring days that only cost me $30 because I'm a student! Ah, the joys of being a student, but soon to be no more after I graduate!

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Monday, May 19, 2008

MeshU tomorrow!



I can't wait for MeshU which happens tomorrow, it's a one day workshop on technical stuff for Web 2.0. I'm trying to recover back and get back into work mode after the Victoria Day long weekend here in Canada. Then the Mesh conference happens on Wednesday and Thursday. This should be great, there are lots of great talks and speakers, and I got both tickets for $30 each as a student!

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Tuesday, May 13, 2008

Video Gaming Research Symposium at U of T

Today is the Video Gaming Research Symposium at the University of Toronto that deals with video gaming research and issues dealing with distributed systems support, middleware, HCI and animation, artificial intelligence, video gaming design and course education, social research, psychology and spatial cognition, cognitive gaming research, individual and group behaviour, and legal ramifications. Attendees from academia and industry came together to discuss and listen to leading video gaming research.

Some interesting research talks that struck me were the following. The first talk was on character motion content models for motion editing and interactive visualization, by Patrick Coleman. In video game design, character animation is being done to mimic human movements to make it more realistic. In this talk, the purpose was to use content to solve video gaming problems which involves using poses for motion editing. This led right into creating models for learning motions in order to generate new motions based on training data called Data-driven character animation, presented by Professor Aaron Hertzmann of DGP. The idea is to "learn" from movement of pose models and how specifying certain points on poses allows for more natural movement rather than having to specify all points on the body to move. Another aspect is non-photorealistic animation which involves whether we can make games with visual styles of traditional artistic media.

Another talk dealt with AI research application to video games. One talk was on Practical AI modules for development of non-player characters in video games by Stavros Vassos. Current video game developers create their own "thinking" function for what a non-player character should do which is generally a finite state automaton (FSA) and is generally coded in C++. The "thinking" function can also be implemented as an AI agent which abstracts this using cognitive robotics. In this way, the AI agent is plugged into the video gaming engine. There is few AI research that is being used in video games.

What does it take to design a video game and how can video game companies hire the best students? This is where Steve Engels talked about designing a video gaming course at the undergrad level and how to address the drop in enrollment of CS students as well as few females in CS. Video gaming may be one example that can entice students to consider CS as a discipline to study and build a CS career. The challenge is that video game design is a collaborative discipline that deal with many CS and non-CS fields: AI, graphics, systems, psychology, sociology, and HCI. According to Steve: "video game design is the lure, but breeding CS is the goal".

Another aspect of video games is its social impact. Tracy Kennedy, PhD candidate, Department of Sociology from U of T talked about "What can social research tell us about the non-traditional gamer". In here, she discussed about her cultural studeis of virtual worlds. She has many virtual avatars in virtual worlds and she is studying role playing in massively multiplayer online games using ethnographic research, content analysis, surveys, interviews and network analysis. One of the things is that gaming helps to have the family spend time with each other, and there are moms who are active gamers. She studied women gamers in the XBox Live forum called GamerChiX and using content and network analysis, she discovered that there was a lot of activity and support, and there was one instance where one post received many comments. It was evident that community was important to female gamers. Another thing that I suggested as a question to her was looking into social interactions through chat logs in online games such as the work done by Nic Ducheneaut from PARC.

Ian Spence from the Department of Psychology provided the next talk on spatial cognition and video games. His lab did an experiment with non-gamers and gamers where they were given cognitive tasks to see if gamers perform better at spatial cognition than non-gamers. The non-gamers were given video game training and then they did a user field of view experiment and mental rotation test. They found that non-gamers did in fact improve their user field of view and mental rotation after playing video games, which would sound intuitive. They are also looking into measuring electrical activity in the brain in response to video games and looking at how seniors could improve their user field of view by playing video games in order for them to reduce accidents. As well, they have also begun work to designing mobile phone games using first person shooter.

Following along this cognitive research path, Kevin Tonon and Ron Baecker from KMDI at the University of Toronto talked about Internet-based cognitive enrichment communities for research on mental aging interventions. Ron talked about how we could slow down cognitive decline using video games in order to improve mental fitness (like Scrabulous which a lot of people play, myself included on Facebook) and find interventions to make cognitive fitness become more fun and enjoyable. They are building a web site to support cognitive and social stimulation games online to allow for research randomization and data collection. Kevin then talked about the technical details for creating this web site and hosted games involving game authoring where anyone can design or author a game using a hybrid approach of domain specific language and GUI. He gave an example of designing a chess board application.

Jonathan Freedman then looked at the obvious question do violent video games cause aggression and violent crime. There is a study from Anderson and Dill that is cited the most in the literature, but has no convincing evidence that violent video games do cause aggression. For most video gamers, they know that what they are doing is not real. However, for those that have psychological, family or social problems, then this is where violent video games may have an effect.

The final presentation dealt with virtual property and real law by Susan Abramovitch. With virtual worlds like Second Life, people are creating and collecting virtual property and creating a virtual market for the consumption, production and exchange of virtual goods just like in the real physical economic market. Virtual property is similar to physical property. Virtual currency in fact can be exchanged for physical currency. For example, Linden dollars which is the virtual currency in Second Life, can be exchanged for US dollars. There have been cases where real world laws were applicable to virtual intellectual property. For example, a company was able to sue a Second Life user for selling their virtual property that was not theirs, and vice versa, where a user successfully sued a company for not protecting his virtual rights when his virtual property was stolen by another user. She concluded that legal aspects of commerce in virtual property will become more important if it has not already.

All in all, it was a good showing of different aspects of video gaming research from various disciplines, and made me open up my eyes to other areas of research in video games. I am not an avid video gamer, but I know I am getting really addicted to the Nintendo Wii because I love the engagement of your body into the games, rather than just sitting at your computer and playing. That is why I am more into the Wii than any other gaming console.

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