draw freely
Back to Inkscape.org
 
November 19, 2009


Ted Gould

I admit it, I'm a little jealous of the Fedora feature of being able to install signed packages without a password prompt. I set out to get close on Ubuntu. The way that you edit the PolicyKit practices towards package install is to edit the file /usr/share/polkit-1/actions/. If you look at the action for "Install packages" you can change <allow_active>auth_admin_keep</allow_active> to <allow_active>yes</allow_active>. Then software center works as expected.

November 19, 2009 05:44 PM

November 18, 2009


Gail Carmichael

When I did some computer science outreach in the summer for the Girls @ Virtual Ventures camp, I promised them that if they came back for the weekend clubs in the fall, I'd make sure I came back to teach them something new. This was definitely a promise that would be easy to break, since the first semester of a PhD is pretty busy and it's not likely any of them would have remembered, but I'm glad I kept it anyway. I got a chance to try out a couple of activities from CS Unplugged for the first time.

The girls had been spending a lot of time in Photoshop and making videos and such, so I wanted to pick something that would relate back to that. The first natural choice was Image Representation. In this activity, students essentially 'fax' encoded images to each other and rebuild them in a pre-made grid. It was a lot of fun telling them all about fax machines and dial-up Internet, since none really knew about fax machines and only one had even heard of dial-up. (This made me feel a lot older than 25!) The only thing was that the activity took far longer than I expected, so be sure to leave close to an hour if you want to give them time to make the images that come with the activity in addition to creating their own.

Here's a little video about this activity by the creators of CS Unplugged (it just came out):



The second activity I decided on was Searching Algorithms. I introduced it by showing how an image management program can find all images with a certain tag even though there are thousands of pictures in its database. The activity has a set of battleships, each with a letter and number. The students give each other the number and try to find the corresponding letter. The first search has a random permutation of ships, the second search has all the numbers in sorted order, and the third one makes use of a hash code. I made a small mistake in the first type of searching (linear search) by not telling them to give each other the numbers of their battleships before searching for the letter it was at. Luckily, it didn't matter, because their search strategy didn't change as a result. Phew!

In the end, with an introduction to what computer science is (including the Pathways in Computer Science video from the University of Washington's Why Choose CSE? series), and the two activities, I spent 2.5 hours with the girls. It was a little longer than I had intended, and I could have left after the first activity, but they had the time so I stayed. :)

November 18, 2009 01:18 PM

November 15, 2009


Gail Carmichael

For some reason or another, a few recent online conversations have got me thinking about pregnancy and grad school. (I suppose visiting a friend with a month-old baby probably had something to do with it, too.)

One of the recent posts on Female Science Professor asked readers to explain whether they had children and why, giving a very brief statement of what you do (grad school, professor, other, etc..). At this point, the comment count is already up to 190. As I read through about half of them, I started to feel a little sad and discouraged by the number of people who said they didn't want kids (usually for environmental or career/productivity reasons). I'm not even sure why; I suppose it was partially due to the fact that these comments supported what I had heard at various gatherings for women in computer science before - having children is hard for academic women! Luckily, there were still many people who commented that they had children and didn't regret it at all.

I've had more than a couple of opportunities to ask other women their advice on good times to have a baby since starting with CU-WISE. The most common answer I get is that if you want one before you are done your PhD, a great opportunity is after courses and comprehensives, since you are really just getting into your research and can (hopefully) do some lit-review at home. Otherwise, if you wait until after your PhD, it seems that you more or less need to do your post-doc, get a job, and establish yourself at your new institution before it's a "good time." (Incidentally, this seems to be what a good number of FSP commenters did.)

So far, for me, it sounds like within the first two years of PhD might be best. I would like to take advantage of the only mat-leave money I'd ever be able to get via my NSERC scholarship, and I only have my NSERC for the first two years since I also had it for both years of my Masters. NSERC will give you an extra four months of your scholarship for leave. Plus, I want to have kids before I'm 30, so I can't wait until I'm done my PhD. The scariest part of this situation is that it means I have to try to get pregnant within about a year! Eep!

I would love to hear from some of my readers (male and female) about their experiences with babies in or after grad school. Or, if you want, just a little encouragement. ;)

November 15, 2009 12:16 PM

November 14, 2009


Jon Phillips

What if, invested that in education for the more than 60% youth under 20 years old in the arab world…

#costOfWarTotal { text-align: center; width: 270px; font-weight: bold; } #costOfWarTotal_Total { font-size: 1.3em; font-weight: bold; color: #990000; } #costOfWarTotal_Link { font-size: .7em; }

November 14, 2009 01:36 PM

November 11, 2009


Gail Carmichael

Carleton's Women in Science and Engineering's November guest speaker event last night was about How to Use Social Media to Benefit Your Career. With a general theme of "just do it," our guest speaker Natasha D'Souza of VirtualEyeSee explained how to get our names out on the social web, and why we should care.

After a brief introduction to some of the technologies out there (RSS feeds, Twitter, Facebook, LinkedIn, etc..), the discussion turned to tagging. The basic gist of it is that if you tag your content, other people are more likely to be able to find it. That's a good thing, whether you want your company to be more visible or you want potential employers to be able to find you. The trick is to come up with some standard tags agreed upon by a certain group of people. For example, we might want to start tagging everything relevant to CU-WISE with cuwise.

Next comes social bookmarking, which includes sites like Delicious, reddit, and Digg. It can even include things like the Posted Items section of your Facebook profile. Here, we get to use tagging again, sharing and finding content relevant to our interests. Many web sites have social bookmarking shortcuts to encourage users to spread their content (when you notice a quick link to share on, say, Facebook, you somehow are more likely to actually do it).

Wikipedia was an interesting topic to me. Natasha said that she knows of people who have failed job interviews because of their answer to how many Wikipedia articles they've written! As Canadians, we have a real opportunity to contribute, because many of our companies' and institutions' pages are somewhat sub-par. The reason this one intrigued me is that I feel the community may be its own worst enemy in some ways; by flagging so many articles with all the things that are wrong about them (citation needed! tone is inappropriate!), many people might assume they don't have the expertise to contribute. Natasha's response is that this is a childish reaction and that we should just do it; I don't mind this for myself, but I do think it's a genuine roadblock in general.

Blogs can really help you find your voice online. If you have the dedication to keep a blog going but don't know what to write about, simply ask yourself what you are passionate about. Set yourself a goal, pick a time of day, and just do it! Writing on blogs has the advantage of being linked to easily, being indexed and searchable, and to provide automatic updates via RSS.

So why would you want to do all this? Doesn't it just suck up all your spare time?

Well, you have to decide for yourself how much you want to put out there and how much time to spend on it, but providing content puts you in control of your image. Whether they do it properly or not, HR people are Googling potential employers to get a sense of who they are beyond the job requirements. Do you want photos from that last party to be the first hit they find?

By contributing to group discussions, answering questions, writing content for Wikipedia, and so on, you are showing that you are part of a community, can problem solve, and are generally interested in what you do. You show that you understand the new social landscape is about sharing, not about me-me-me. How could this not impress?

November 11, 2009 02:18 PM

November 10, 2009


Gail Carmichael

There were many cool demos at ISMAR this year, and you can check out the description of them in the conference schedule. In this post, I've included a few photos and a video of some of my favourites. Click through the images to get a brief description. EDIT: You can also visit this blog post by Tom Carpenter to get a more detailed description of what you see below.





Object depth and shape extraction for Augmented Reality Interaction

ISMAR09-20

ISMAR09-21


Put a Spell: Learn to Spell with Augmented Reality

ISMAR09-22

ISMAR09-23


A Mixed Reality Painting Experience for Physical Rehabilitation

ISMAR09-24

ISMAR09-25 ISMAR09-26



Computing Alpha Mattes in Real-time for Noisy Mixed Reality Video Sources

ISMAR09-28

ISMAR09-27


ProFORMA: Probabilistic Feature-based On-line Rapid Model Acquisition

ISMAR09-32


Animatronic Shader Lamps Avatars

ISMAR09-33

November 10, 2009 10:11 PM



Bryce Harrington

Once in a while in looking through bug reports I find one that makes me go, "Wow, that guy knows how to report bugs!" The report is clear, specific, and easy to drive to a solution. Then I look at the vast number of bug reports that languish in the bug tracker and realize that making good bug reports is a skill we need more people to have, if we're going to succeed at improving Ubuntu's quality.

First, I think we need a better term than "bug report". The way we use launchpad, "bug report" is a broad term which could include everything from a packaging change request to a support request to a plain old complaint. Let's just consider those bug reports which describe a distinct, confirmed breakage of the software in question. In software quality circles the term "Defect Report" is used, and that sounds suitable.

Lots of people have written about how to make a good bug report, but in thinking about it there's one thing above all which defines a good report: The original reporter is not needed for any further work on the bug. In other words, all the data necessary to characterize the bug is there, it's pretty clear what has broken, and the steps to reproduce it are known so we can verify the fix solves it. If there are bug reporting guidelines or troubleshooting procedures for the software package in question, they've been followed.

If you think about how often we have to ask the original reporter to supply more information, try testing some configuration variations, and so on, you realize that a lot of bug reports don't meet this criteria! In fact, if you think about it, these really are what you'd call support requests... where the (implied) request is for support in how to craft a valid defect report. ;-)

November 10, 2009 07:43 PM

November 09, 2009


Bryce Harrington

Been experimenting with turning logs into lumber using this horribly awesome juryrigged sawmill.

    

Steve Langasek cut down a walnut tree in his yard and gave me the wood. Apparently hardwoods require 4 years to dry after slicing into boards. Maybe I can turn it into some nice toys for Dutch one day.

November 09, 2009 05:17 AM

Just got the new Inkscape book. Dutch says he thinks it's great and all but does it remove red eye?

November 09, 2009 04:35 AM

November 04, 2009


Gail Carmichael

Grad school's different from pretty much all school before it.

In high school, everything was very structured, with the same classes happening every day. You always knew what homework you had to do because you either had to hand it in the next day, or your teacher reminded you about it.

In university during undergrad, things are a little less structured than in high school, but it was still possible to keep track of everything. You could easily write down your assignments in a paper planner, and in computer science, there weren't usually many large term projects until fourth year. Even then, it was possible to finish in a few days at the end of the term (ahem ... you didn't hear it from me).

Then comes grad school. You can forget everything you used to know about time management, because while it might seem like it's working, it probably won't for long. Courses in grad school are really different from undergrad courses. There are still set assignments, but these assignments are usually more open ended and take longer to complete. Now you also have to read papers, give presentations, and do a big term project. These projects are often more research-oriented, and tend not to be the types you can finish up the night before.

I have always been very good at time management, thanks in part to my organizational skills. Things kind of went ok when I started my Masters, though I think I was thrown off by having fewer courses with more work each. But when it came time to direct my own research project... it got a lot harder. That's when things are really open ended, and it can be easy to lose track of yourself.

I did a lot of things wrong during my Masters, but lo and behold, I've learned from my mistakes. Here's how I've been keeping things straight so far in my PhD adventure (which, mind you, only began September 2009, but seems to be going much better so far).


(1) Carpool

When I drove myself to school, I often figured I'd go in after rush hour; after all, sitting in traffic for more than twice the normal off-peak commuting time actually really stinks. But if I do that, I may as well not show up to campus until my class actually starts. Then, to avoid the rush home, I may as well leave at 3pm. I could work from home before and after being on campus.

Except I don't.

I have no idea why, but this strategy seemed to lead to sleeping in, finding chores to do, generally being distracted... The amount of actual work I did wasn't what it could have been.

So this year, I started carpooling with my husband, since he works pretty close to campus. Now I have to get up, I have to be on campus all day, and I may as well do something useful while I'm stuck here. Oh, and I don't get to leave until 5:30pm. It's amazing how much my productivity has gone up - I even have weekends free (at least for now)!


(2) Keep a time sheet

This is going to sound more annoying than useful, but trust me. This works.

Tracking all your work hours can be an incredible way to make yourself accountable to... yourself. Oddly enough, even though nobody else will ever see how my time breaks down, I feel that I must push myself to meet my own goals in terms of time spent on certain activities. This can also mean not spending too much time on other things that are much more enjoyable than that annoying bug in the ol' research project (you know, like CU-WISE stuff - much more fun).

When I was trying to write my thesis for my Masters, I used a time sheet that tracked number of pages written rather than hours spent. I even used a formula in the spreadsheet to set a goal and see how many page I had to do that day to reach it. You can modify what you track to suit whatever it is you need to get done.

I currently use a Google Docs spreadsheet for my time sheet. This is the template that I copy every week and fill in. This is a nice easy-access, flexible solution. Give a try, and keep honest!


(3) Keep research organized

This has suddenly become even more important to me than ever. I'm trying to juggle a survey-based psychology class with a data structures class, finishing up a paper for my Masters research, and working on ideas for upcoming projects. If I can't keep it all straight, I'll spend more time trying to remember where I left off than moving forward.

I've written about research tools and organization here and here. My current setup involves Mendeley for reading papers and taking initial notes, a Google Notebook for a list of tools and interesting links (since Notebook is no longer supported, you might also try Delicious, which I'm starting to use now), and Google Docs for jotting down research ideas and keeping a dynamic to-do list.


There are just some of the things I do to manage my time effectively; what are some of your tricks?

November 04, 2009 10:20 PM

November 02, 2009


Jon Phillips

What a hyperactive last few weeks! Life keeps accelerating it seems. If you missed this press, a couple of great posts about community advising I’m doing with Status.Net. ReadWriteWeb wrote:

The news is significant as it reflects the interest in open-source alternatives to the proprietary microblogging services that currently dominate the market in the consumer and enterprise communities.

Also, please read the big news about Status.Net closing another round of investment which allows for myself, Brion, Evan and more all work on such a great project.

November 02, 2009 07:24 PM

October 28, 2009


Jon Phillips

.flickr-photo { border: solid 2px #000000; } .flickr-yourcomment { } .flickr-frame { text-align: left; padding: 3px; } .flickr-caption { font-size: 0.8em; margin-top: 0px; }

Cranking in China on big things! I found at the shanzhai market a stack of stickers used to make knock-off products and had fun converting my phones and other people’s electronics to other devices today.

Web Wednesday Guangzhou massive fun, great work to http://kudelabs.com for great event organizing and more!

October 28, 2009 08:16 PM

السيرة الذاتية بأربع جمل

جون فيليبس يعمل في مجال التطوير الإجتماعي والإقتصادي. وقد شارك في عام 2002 في إطلاق أداة الرسم مفتوحة المصدر إنكسكيب ( inkscape) وقام بتأسيس مكتبة الرسومات العامة Open Clip Art. وقد قام بين عامي 2005 و 2008 بالعمل كمسؤول تطوير اقتصادي وعلاقات عامة لمؤسسة المشاع الإبداعي ( Creative Commons )، وهو حالياً زميل للمنظمة. كما أنه يعمل على تطوير شركة الإعلام فابيركاتورز ( Fabricatorz )، ومعارض ( Cantocore ) للفن، وأنظمة صوت ليوبان، كما يشارك في إطلاق مشروع بيئة التدوين المصغر (Status.Net). كما أنه مشهور ببناء علاقات عمل دولية من خلال قيامه بتطوير نظم إقتصادية حديثة في آسيا وخاصة في الصين، كما يسوق لمفاهيم التسويق المنفتح.

Oh, if you can’t see the above, you need to install some language packs. Here is how you can do markup right-to-left.

October 28, 2009 04:46 AM



Bryce Harrington

I was recently approached by a friend of my mothers who was absolutely done with Microsoft, she just couldn't stand Windows any longer. I didn't ask what the specific issues were, but imagine they were the standard problems.

She had heard about Mac, but the problem was that she used some software for her business which was not supported on Mac, which they used to generate labels for products they sold. She was going to check if the software was supported on Ubuntu. I'm not holding my breath.

This is sort of a fascinating niche... people who desperately WANT to change, and most likely would be totally happy with Ubuntu, but they're trapped on windows, locked in by a simple business app.

I don't think this is a very small niche, either. Think of the many small companies built around some pencil ordering app, or that use some wonky windows app to operate their machine tools, or etc.

I suppose every one of us has run up against someone in this niche. Uncle Harry at last year's Christmas party, or that guy you sat next to on the train, or your best friend from college.

This niche seems much like the gamer niche, stuck in a chicken-and-egg situation. The app is developed for Windows because that's what people use. People stay on Windows because that's what the app was developed to run on.

How do we break that cycle and enable these people to gain their freedom?

October 28, 2009 01:55 AM

October 27, 2009


Bryce Harrington

Dutch's baby announcement:

Arr!

October 27, 2009 10:11 PM

October 24, 2009


Kees Cook

In Ubuntu’s Karmic and and Debian’s Lenny, sysklogd was replaced with rsyslog. This is fine, since rsyslog will have converted your /etc/syslog.conf to /etc/rsyslog.d/50-default.conf. However, if you modified the (maddeningly strange sysklogd-specific) log file rotation in /etc/cron.daily/sysklogd or /etc/cron.weekly/sysklogd, you’ll want to review the new (sane) /etc/logrotate.d/rsyslog. (Note also that savelog uses .0 as the first rotated file extension, and logrotate uses .1.)

October 24, 2009 06:00 PM

October 23, 2009


Inkscape

Hopefully pre4 is the final prerelease. Please download the files and let us know if you stumble upon any serious bugs except the infamous crash when undoing changes in live path effects. We probably won't release the final version within next couple of weeks, because we really need the LPE bug fixed.

October 23, 2009 12:10 PM

A very anticipated book on Inkscape called "A Book of Inkscape", written by Dmitry Kirsanov, finally hit the shelves. The book covers features of the upcoming 0.47 version, while explaining how to effectively use Inkscape for many tasks. Both novices and experienced designers will find the book a great help to start using Inkscape.

October 23, 2009 12:10 PM



Kees Cook

I was reminded about some TPM coding I’d done to get random bytes from the pRNG on my TPM-enabled system from Matt Domsch’s recent post. I’m not fully convinced that the pRNG of the TPM is an appropriate source of entropy, but it does pass my simple FIPS-140-2 test.

I had to find the Intel TPM docs to figure out how to enable TPM on my system. It was under “Advanced / Peripherals”. I was expecting it under “Security”, like every other BIOS I’d seen. After that:

$ sudo apt-get install trousers tpm-tools
...
$ sudo modprobe tpm_tis
$ dmesg | grep -i tpm
[676618.167313] tpm_tis 00:07: 1.2 TPM (device-id 0xFE, rev-id 70)
$ sudo service trousers start
...
$ tpm_version
TPM 1.2 Version Info:
Chip Version: 1.2.2.16
Spec Level: 2
Errata Revision: 1
TPM Vendor ID: WEC
TPM Version: 01010000
Manufacturer Info: 57454300
$ ./tpm-getrand | hexdump -C
00000000 61 07 23 ff 71 3e 25 e8 f0 d5 de a7 a3 07 21 dc |a.#.q>%.......!.|

I could run rngd with a named pipe, but it’d be nice to have a new driver that could run a command instead to get the next 20000 bits.

UPDATE: I’ve implemented this in rngd now.

October 23, 2009 06:43 AM



Jon Phillips

laoban-lucky-logo
[ Updated Laoban Logo Chinese Stylee ]

This weekend I’m in Shenzhen, China to work on the second part of the Vision Forum project with Per Huttner, Robin Peckham and Venus Lau’s Kunsthalle Kowloon project, and other artists to do projects in realtime. This is the follow-up set of events and performances after the last ones at Vision Forum Melbourne, Australia.

The events start tonite, Friday, October 23 in the evening outside of OCAT with the Laoban Shanzhai Soundsystem composed of knock-off speakers to do live performances in realtime. I’m going to be doing some mixing as Kidproto, live. Robin and Venus will be there, and many more Laoban crew!

On Saturday and Sunday, we will use the Shanzhai Soundsystem for performances and events. On Sunday, we will spend the day doing Urban soccer, but it should be happening the whole weekend. Here are the instructions for Urban Soccer: Buy a soccer ball, Play soccer throughout an urban area with people, Create new games and play old ones, and Have Fun!

Here is the basic schedule for the weekend

:

Friday, Oct 23

Outside OCAT/C:Union (listen for sounds)
* Xiaoban Shanzhai Speakers, anthem remix (jonphillips as kidproto), other performers to be announced! outside of OCAT/C:Union areas

Neighborhood of OCAT
* Performance by Per Hüttner and others (18 -21:00)

OCAT Loft
* Neno (20.00-21:00) (ask for directions at previous events)

Saturday, Oct 24

daytime, 10:00- 12:00 am, 15:00-17:00 pm
* Natasha (10:00-13:00)- lawn
* Yang Zhifei (all day, few number of places please book in advance)-bookbar
* Dinu (unannounced)- maybe supermarket (let me know what you think about this dinu!)
* Per (unanounced)- in underground/subway
* Neno (unanounced)- in the neighbourhood of OCAT
* Hu Xiangqian (16:00-17:00)

Sunday, Oct 25
OCAT Loft
* Yang ZhiFei, OCAT studio sound with xiaoban speakers with drawings

Daytime, OCAT studio D, 12:00-17:00
* Including documentation/installation of Yang ZhiFei and documentation of unannounced projects from the previous day.
* Jon Phillips presents urban soccer

Here is a bit more text about the event, and you can read the working pages on my IDEA wiki:

Program:

The Invisible Generation
- workshop of the Fourth OCAT International Art Residency

The Invisible Generation: a project by William S. Burroughs filtered through time, Daniele Balit and Per Hüttner.

http://theinvisiblegeneration.blogspot.com/

(Close to OCAT – evening)

Jon Phillips presents Laoban Shanzhai Soundsystem outdoors in the evening and used throughout the weekend in Shenzhen. These will then be used to play a series of contemporary sound pieces, and other realtime performances.

http://fabricatorz.com/laoban

(outside OCAT – evening))

Neno Belchev – Bicycle, Suitcase Performance.

The artist has created a special suitcase with a hidden camera that is connected to a monitor. The artist will be hidden in the suitcase and we can follow his tormented life in the claustrophobic space on the screen.

http://www.saatchi-gallery.co.uk/yourgallery/artist_profile//15669.html

Various unannounced pieces will take place Friday night as well.

(Close to OCAT – evening)

Saturday October 24

Hu Xiangqian – The Movement is the Music (Working title)

Hu Xiangqian is engaged in a research where he investigates music as a source for movement rather than sound. He will carry out a performance where either non-musicians play with professional musicians or where professional musicians do movements with their instruments.

(Close to OCAT – evening)

Natasha Rosling – Performative Sculptures – various public spaces in Shenzhen.

Natasha Rosling has since the beginning of her career created structures that break the boundaries of clothing, sculpture and performance. For Shenzhen, she will produce a series of interactive sculptures that she will mount and wear in a series of public spaces.

http://www.natasharosling.com/

(Close to OCAT – day)

Yang Zhifei – Dream workshops

Amsterdam-based artist Yang Zhifei will realise a series of workshops that are open to the public and that investigate the similarities and individuality of dreams. She has been researching the nature of human dreams as a part of her artistic practice for many years.

(OCAT library- day)

5. Per Hüttner – Deja-vu

Per Hüttner’ performance will be realised by a series of young, local actors of similar height and appearance. They will be dressed in identical clothes and will perform the same everyday actions, creating a kind of real déjà-vu.

http://www.perhuttner.com

(Shenzhen Underground – day)

Neno Belchev – Zebra crossing performance

One of the things that Bulgaria and China have in common is the fact that everyone crosses the street anywhere and at any time. Belchev has produced his own rolled up Zebra crossing which can be unrolled anywhere and that allows its user to cross the street anywhere and at any time.

http://www.saatchi-gallery.co.uk/yourgallery/artist_profile//15669.html

(Close to OCAT – day)

Dinu Li.

Dinu Li will present a Flash mob-like action on the Shenzhen Underground. He will work with a group of workers from a nearby village in Guangdong. case They will appear to be complete strangers will accuse each other of being “the corrupted one”. The performance is totally unannounced.

http://www.dinuli.com/

(Shenzhen Underground – day)

(Big Dinner)

Sunday October 25

Yang Zhifei – Dream workshop exhibition

The outcome of Yang ZhiFei’s workshops in Beijing and Shenzhen will be presented with drawings and sounds in a one-day exhibition in one of the studios at OCAT, using Jon Phillips and Matt Hope’s xiaoban speakers.

(OCAT artists studios – day)

All artists – documentation

All artists will in a very informal way present their documentation and experiences of the previous two days.

Urban Soccer, Jon Phillips presents Here’s the plan: Buy a soccer ball, Play soccer throughout an urban area with people, Create new games and play old ones, Have Fun!

(OCAT artists studios – day)

Ongoing during the weekend and the week that follows

Josefin Wikström – Deep Inside and artist TBA.

Curator Josefin Wikström is developing a project within Invisible Generation where she invites artists to make work in non-traditional spaces in art institutions: toilets, hallways, offices etc. For Shanzhen Wikström will present soundwork by artists such as Yan Jun.

The Invisible Generation: a project by William S. Burroughs filtered through time and Per Hüttner and Daniele Balit is presented in Melbourne, Shenzhen, Beijing and Kiev in 2009 and 2010.
web: http://theinvisiblegeneration.blogspot.com
mail: vfprog@gmail.com

Organized by: Vision Forum in collaboration with OCAT in Shenzhen.

Supporting institutions: French Embassy in Australia, French Embassy in Kiev, Swedish Embassy in Peking, Swedish Embassy in Kiev, the Swedish Institute in Stockholm, The Consulate of Sweden in Guangzhou, Längmanska Kulturfonden in Stockholm and Linköpings Univesitet in Norrköping and FRAC Île-de-France in Paris.

October 23, 2009 02:17 AM

Over at the StatusNet blog, I just announced my role in launching some big things with Evan, Brion and crew! Here is a snippet, but please read the rest over at StatusNet blog:

photo by-sa asadal
[ photo by-sa asadal ]

Many of you know me as @REJON, my past endeavours growing the open source drawing app, Inkscape, the Open Clip Art Library, Libre Graphics Meeting, making soundsystems and using Identi.ca as my social playground. Most connect to me here as the Creative Commons Community and Business Development Manager where I hacked, started Creative Commons Salons with Eric Steuer, and served as human inbox for Google, Yahoo, Apple, and other organizations for CC. I still lock-down a title as a fellow at Creative Commons, and am still working on various international initiatives with CC in the Middle-East and Asia. We all love CC!

rejon head
[ Many of you know me as this disembodied head. I actually smile much more like the photo at the top ]

Without further intro, and as Evan mentioned previously, I’m pleased to announce that I’m immediately taking on a role as Community Consultant for Status.Net to ramp up and help with some large projects Status.Net is building, including an upcoming relaunch and adding capacity to fun roles that Evan had been doing Han Solo. By becoming part of the Status.Net all-stars, Evan will be freed up to be uber-CEO rather than having to wear 50 different hats.

Please read the rest over at the StatusNet blog.

October 23, 2009 01:43 AM

October 22, 2009


Gail Carmichael

There were more than a few good papers presented at ISMAR this year on human factors and user interfaces. Here's just a taste of them. See the conference schedule for information about authors and their affiliations.


Using Augmented Reality to Support Cross-Organizational Collaboration in Dynamic Tasks

This student paper was an honourable mention for the best paper awards. It was all about a crisis management system designed for use by commanders with different backgrounds. Augmented reality is intended to give each user a personalized view that they can most easily understand based on their culture and so on.

The scenario used for the user study - the first such study for joint realtime operations - was planning the fight again forest fires. Rescue, police, and military helicopter units are all involved.

The initial brainstorming stage with field experts in these areas suggested that hand held displays should be used to give individualized views of a command map. But we all know how important it is to ask the real users what works best for them, not their managers; it turned out that the field workers couldn't use the handhelds. They were too clumsy and took away their ability to use their hands freely. They wanted a shared map that they could point to and have the others see. In other words, they wanted a heads up display with joystick control.

When compared with a paper based map, the AR system with custom markers for each type of field worker performed significantly better.


Interference Avoidance in Multi-User Handheld Augmented Reality

Have you ever wondered how safe multi-user augmented reality games really are? I mean, when you're competing furiously while looking through your mobile device, it seems like it'd be pretty easy to knock into each other as you move around in the virtual world in front of you, right? Well, trying to avoid this is what this paper is all about.

The concept is pretty simple. As you move closer to your opponent, the virtual objects in your view shift slightly away from them. The key is to make sure that you as a user don't notice thisvhappening, so certain compensations are needed, such as covering the playing surface with a flat texture that can also shift with the virtual objects.

The amazing thing is how effective this approach is compared to other proximity warnings, like dimming the screen, beeping, and disabling user actions when they get too close to another user. Users perceived the shifting to be less distracting but also less effective than other methods. However, the real distance maintained between players in a competitive two-player game was significantly better than the other methods, making it quite effective in reality.


Interaction and Presentation Techniques for Shake Menus in Tangible Augmented Reality

The investigation in this paper sought to find a way to interact with objects directly in the environment using some kind of menu system. Objects should not require any kind of tags or electronics added to them beforehand, and hands should be able to manipulate the object freely without having to pick up something else as well.

The idea of a shake menu was inspired by shaking a gift to see what's inside. So you shake an object to open a menu, and then move the object to the desired menu selection and hold it there to make the choice. But what's the best way to present the menu items in relation to the object?

A user study looked at a clipboard paradigm in which menu items (which look like cubes) are aligned along the right of the object, and "stick" to it as it moves around in the camera's view. Other layouts include aligning the choices surrounding the object (this seems very similar to the clipboard version), aligning relative to the display only (so it sticks to the screen and doesn't move again), and aligning to the world coordinated, but not the object's.

The hypothesis was that the object alignment would be the fastest and most intuitive, and would be appreciated for the ability to examine the menu choice from different angles (after all, it could be any 3D object). However, user studies proved this wrong. The object was almost tied with the display alignment for the best speed, but display had far fewer errors than any other method. The display choice was also the best in terms of perceived intuitiveness, with object in second place.

October 22, 2009 11:35 PM

October 21, 2009


Gail Carmichael

This was a great workshop given by Blair MacIntyre from Georgia Tech on mobile augmented reality games. I got a lot out of it, from being reminded of some solid game design topics to getting new ideas about the game I want to make for my PhD.

The goal of augmented reality in this context is to embody social interaction in the physical world, enabled by a tight integration of the physical and virtual world. In terms of games, it's important to remember that design is more than just form and function - it needs context, too (which AR can give). Game design is about solving a problem within a set of constraints, and making something fun, challenging, awe inspiring, and captivating.

In augmented reality, mobility is usually assumed. But it's not just a combination of the physical and virtual world - there should also be registration between the virtual and physical worlds and real time interaction.

It's worth remembering that there are two classes of AR systems: task based and experiential. Task-based AR is perhaps not as well suited to handhelds, since your hands aren't totally free to complete the task, and it's hard to hold something light up for a long time. This is one of the areas that give head mounted displays (HMDs) an advantage: they can provide zero-effort, hands-free interaction and continuous peripheral information. Both interfaces provide some privacy, an in-place display, and per-user customization.

So what makes "good" AR anyway? What is unique about it that can be leveraged? Multiple people can work in a shared space, for one. Each person gets a unique view of the world while not giving up the global perspective. It allows for direct and natural interaction, and the physical world can be leveraged with props, spatial understanding, and dexterity.

Some of the graphics issues to consider when determining a platform for your game (cell phone or something more advanced?) include lighting, shadows, occlusions, and physics capabilities. Graphics don't always have to be real, either - non-photorealistic effects can help alleviate the processing power needed. Remember that latency is a bigger issue with AR.

Back to game design. We, as computer scientists, have to think like a game designer when coming up with new ideas. AR games shouldn't be all about the technology, turning them into demos, essentially. We need to create something that's fun to play. "The designer needs to envision how a game will work during play ... planning everything necessary to create a compelling player experience." In other words, you need to decide first what you want the player to experience, not what they will do, or learn, or whatever. This is a key point for me in thinking about my educational game.

The structure of a game includes the following components:

  • players
  • objectives
  • rules
  • resources (making the game not too easy, not too hard)
  • boundaries
  • outcome
Games are dynamic systems. They have a 'magic circle' defined by the boundaries. Dramatic elements make it emotionally engaging. Design is about balancing all these elements.

Remember that to make a game something more than a toy, there must be goals, and interesting and meaningful choices to reach those goals. The story and characters are brought out through actions.

Some questions to ask when making a handheld AR game:
  • Who is your target player?
  • When or where are they playing?
  • Single or groups?
  • Will there be props? How comfortable and easy to use are they?
  • What exactly will the player do while playing the game?
Some of the constraints to consider when designing a handheld AR game:
  • Fast motions are a problem.
  • How will having the device (phone) in the player's hand affect things?
  • It's tiring to hold up a relatively light device for long stretches of time.
  • Awareness of other players.
  • Small screens are tiring to look at for a long time.
  • Vibrations and sounds to give feedback, especially when looking elsewhere.
The future of mobile AR gaming looks pretty exciting. We first need to make some good progress on tracking, and when we do, there will be some amazing opportunities to be immersed into a terra-scaled world. Plus, we will be able to create more social experiences and casual games, possibly hooking into social networks. How will you contribute to this future?

October 21, 2009 11:58 PM



Bryce Harrington

My sister laughs that farmville is what got me onto facebook. But hearing my mom talk about "helping other people's farms", I couldn't resist. I hadn't heard of such a socially-oriented game and wanted to give it a go.

Zynga, the company that makes farmville and a bunch of other games, clearly has a good mind about game balance. If you're a total hard core gamer, you can sort out the cost/benefit ratio of all the items and min/max your farm design to get maximum profit. Or, on the other hand, if you're a socialite and just know a LOT of people, you can just make a bunch of friends and get just as much benefit. That's pretty dang cool.

It's also interesting how they set up their games to provide some stuff in-game for free, and other stuff only for "FarmVille Bucks" - which are available for a purchase in real-world cash. At first, I think this is just a "cheat". As a player, if I open my wallet and get the "FarmVille Bucks" it's like I've paid off the dealer.

Ultimately though, I recognize that Zynga exists to make money. They're a for-profit company that wants to pay their employees for their creativity and hard work. It's a business model not unlike the one of the company I work for. So, if they offer something that *I* value, I don't feel guilt in paying them the money for it. Maybe some of my fellow players will consider it cheating, but I think the company is doing a good job all things considered and they deserve a tip.

Ultimately, I'd have liked to see an even more socially oriented game design. I'm a bit surprised that neighbors can't have more of an impact on your farm. I understand there's probably game balance reasons why (who'd want to come back to your farm to find it rearranged by other people?) but it seems a logical direction to go. So far you can fertilize other people's farms, or write messages on stakes. I think you ought to be able to help with other people's harvests.

October 21, 2009 11:18 AM

October 20, 2009


Gail Carmichael

This is the second of three posts on the experiential learning workshop held Monday at ISMAR09. The first post introduced the topic and summarized the first three presentations given in the morning on current AR applications. This post will summarize the last three speakers, and the last post will be on the group discussion held in the afternoon.


Infinite Story, Finite Space

Chris Stapleton, co-chair of ISMAR09, gave us his vision for augmented reality and told us about the projects he's worked on. He says "we think that if we deal with physical space, we can only deal with one story." But if the augmentations can change, this is no longer true. Using augmented reality, we can allow users to add their imagination, rather than just give them the story - imagination is the third reality.

ISMAR09-8

A project that really intrigued me was a memory scape for the Maitland Holocaust Museum. The idea was to recreate stories told in children's diaries of the Holocaust so visitors could understand what happened in terms of humanity. A physical space would be created, and embedded projections used to bring the space to life. Bits and pieces of the story can be told through these augmentations, and imagination can fill in the rest. Even better, you could experience a different story each time you visited the museum.

Chris goes on to lay out the spectrum of levels of engagement:
  • Passive : Absorb the media (TV)
  • Engaging : Think and feel (film)
  • Active : Participate (amusement park rides)
  • Reactive : Choose (games)
  • Interactive : Contribute (Second Life)
  • Experiential : Live (enhanced media? augmented reality?)
Finally, he notes that we should bring problems from the community to academia, where prototypes will be built and passed on to industry. Industry will then create products, and complete the cycle by passing them on to the community.


Total Immersion

Unfortunately I didn't catch the presenter's name (wasn't on slides, didn't see it in the schedule), but he was from Total Immersion. He pointed out that 20-30% of the population are auditory learners, 40% are visual, and 30-40% are kinaesthetic. Naturally, augmented reality helps the kinaesthetic learning type unlike many other mediums. Experiences will allow for engagement, reflection, insight, and of course, learning.

ISMAR09-9

Also touched on was a set of best practices for augmented reality. It needs to attract users, be easy to use, and give instant access to the experience.

Finally, a comparison between entertainment and education was made to highlight some of the differences.

Entertainment:
  • Audience: Groups
  • Duration: Quick
  • Engagement: Immediate gratification
  • Outcome: Something immersive or magical
Education:
  • Audience: Small groups or individuals
  • Duration: Long term engagement
  • Engagement: Deep exploration
  • Outcome: A new visual perspective on topic of study

Museum Learning and AR

Last but not least, we have Kate Haley Goldman from the Institute for Learning Innovation. She's all about informal and free choice learning, creating voluntary, non-sequential learning experiences like Wolf Quest. Though Wolf Quest is not a space-based game, it's interesting nonetheless for its great success; kids played it much longer than the expected two to three hours it was designed for.

ISMAR09-10

Kate explained that personal, sociocultural, and physical context are all factors that help influence learning. These are all things that can be employed in, say, museum exhibits. But why do people visit museums? Research has shown that reasons range from fun and entertainment, to social activity, to being a site of interest (a 'must-see' while on vacation), or even specifically to be challenged or learn something. How might augmented reality help with all this?

One project Kate talked about was an AR system that augmented the wing of a plane. Visitors could adjust various settings or move the wing, and see the resulting forces in the augmentation. They could then figure out whether the plane would actually fly under those conditions. This system helped with some of the above goals (especially learning, as tests showed), but not all. For example, the system was too separated and thus lacked the social aspect of a museum visit. Users couldn't really talk to or interact with each other.

Some of the aspirations of augmented reality that Kate mentioned were:
  • creating conversations
  • making the abstract tangible
  • helping visualize change
  • adding sensory capabilities
  • supporting critical thinking skills
  • ability to act like a scientist (collect data, form and test theories)
These ideas along with those of the other five presenters are all very insightful, and give me much excitement about the future of AR - both in terms of learning and in general!

October 20, 2009 09:52 PM

The International Symposium on Mixed and Augmented Reality (ISMAR) held workshops today, and I was lucky enough to be assigned as student volunteer to exactly the workshop I wanted to attend.

From the program (though it was referred to as experiential learning on the conference signs):

Falling in Love with Learning: Education and Entertainment Converge with Learning Landscapes is designed to meet the needs of people who are currently designing memorable and lasting experiences for visitors and students through AR technology. These include professionals in the areas of:
  • cultural heritage preservation
  • education and in-situ learning
  • entertainment and games for learning
  • museum curation and design
The leaders of this workshop will discuss how they are currently using Mixed and Augmented Reality for education and entertainment and the challenges they face or most wish to tackle in the future.

First Post of Three

This is the first of three posts covering this workshop. Here, I will summarize the first three of six presentations given in the morning by those already using augmented reality for their particular purposes. In the next post, I will cover the remaining talks. Finally, the third post will cover the afternoon's discussions that sought to answer three main questions about augmented reality's place in education.


What Is Augmented Reality?

If you really want to know, check out the Wikipedia article. The points mentioned before the six presentations began include:
  • AR gives context to the situation. It's not an out-of-body experience or a separate thing from the world we know.
  • Blends the real and the synthetic.
  • When the technology disappears, the imagination is enhanced.
  • Involves multiple senses.
  • Can record experiences in detail (such as high scores, stress of learners, etc).

What's Happening at UCF

Eileen Smith, director at the Institute for Simulation and Training at the University of Central Florida, spoke first, telling us about some of the projects surrounding experiential learning going on at UCF. Some examples include informal learning at museums, teacher training, recreating the World Fair, and military training.

ISMAR09-1

One of the most interesting and unique uses of AR was, for me, the green kitchen. This is a reconfigurable set of cabinetry that can be arranged as per anyone's kitchen. Someone requiring cognitive rehabilitation can then wear a head mounted display and see what looks a lot like their own house, and then practice performing simple tasks like making cereal.

Another neat project was Journey With the Sea Creatures. A magic window into a fossil exhibit that would otherwise never change made the museum worth visiting more than once. This particular program filled the room with water and brought in the amazing creatures alive many years ago. Apparently once the children discovered this feature, they would go back into the main exhibit area and start swimming around for their friends and family to see on the magic window.

Eileen closed with a suggestion on when to use augmented reality. Don't use it when the real world will do just fine (in other words, if you can just do what you are trying to simulate, why bother with the simulation?). Instead, employ AR when you want to explore space, time, and scale, or to collect data you can then use or display to others later.


Museum Exploration, DNP Digitalcom

Next up was Tsutomu Miyashita from DNP Digitalcom [Japanese]. He discussed the AR projects intended for use in the Louvre to encourage better appreciation of art by visitors, and route guidance.

ISMAR09-2

His group wanted to use markerless tracking at first, since they felt that the 2D bar codes would probably detract from the art itself, not being terribly attractive. Visitors using this technology were surprised and gleeful, but because they were not familiar with the concept of AR, they did not use it as expected. Furthermore, the weight and battery life of the devices used were a problem. (Something that may not be as important in research, but crucial in the real world!)

The next iteration used cell phones and markers instead. In the interface, a computer animated character taught users how to view art and properly appreciate it in addition to showing them where to go next. They understood the marker-based system much better, and the system also performed better in terms of recognition accuracy.

The key takeaway was that users feel surprised when they see augmented reality for the first time, leading to strong attention. But if they don't really know how to use it, then engaging them is really important so that they actually want to figure it out. Finally, once their attention is obtained, retention, understanding, and satisfaction become the aim.


EyePet

Istvan Siklossy spoke next, mainly showing us the new EyePet game for Playstation 3. He explains that in camera based games, you typically see yourself and use motions and gestures to interact. Player actions generally map to the game action, making the games accessible to everyone.

ISMAR09-5
(Here Istvan is showing the shower game for EyePet -
the screen is all foggy like a shower door!)


In EyePet, an adorable creature comes to life on your living room floor. Your interaction with it, which occurs by gestures as well as with a special marker, is robust and responsive. It's quite impressive! To get the robust tracking even in low-lighting (noisy images), the group took the usual tracking algorithms and made some improvements, such as rapid multiple thresholding to find many contours and locate the marker. It's crucial in the skill-based games that the tracking accuracy is no less than excellent.

In terms of learning environments, the EyePet allows for experimentation in that some basic sketches drawn by players are interpreted and transformed into toys for the pet. Players learn how the pet reacts, get a personalized experience, and have an opportunity to record and share videos of their experience.

October 20, 2009 09:51 PM

This is the last of three posts on the ISMAR09 experiential learning workshop. Post one and post two covered the morning presentations on current applications, while this one will attempt to capture the excellent group discussion that took place in the afternoon.

ISMAR09-12

The afternoon's format was to look at three main questions about education and augmented reality, each one building on the last. For each question, we broke ourselves into three groups, discussed the topic for 15 minutes (or more, in most cases), and then shared our thoughts with the group. My notes below will consist of our own group's findings first, which will naturally have more detail. Points from the others groups will follow - members of these groups are most definitely invited to add more insight or links to their own blog posts in the comments.


What are the Key Elements of Mixed and Augmented Reality that Create a Meaningful Experience?

I got this one started by explaining something I tell my friends and family when they want to know about augmented reality. I feel that one of the big benefits of AR is that you essentially reduce the number of levels of indirection required to do something. For example, consider a traditional map. You have a bird's eye, (usually) non-photorealistic view of the world that you must rotate and project onto the real world in front of you. What if that information was augmented for you in the first place? You can free up all that cognitive power for the actual task at hand (such as learning).

Another key element suggested was the idea that augmented reality should not provide the entire story - the imagination should have the ability to work its magic, too. You should also be able to bring in other senses beyond vision, making the presence of the physical world so important. Having an EyePet in a completely virtual world is somehow different than playing with it in your living room - in the latter case, the broader context of your own culture is included in the gameplay.

Augmented reality allows non-experts to participate in and understand tasks outside their field. For example, it seems unlikely that Disney could have succeeded in getting permission to build Disney World here in Orlando today. But if the city council (or whoever needed to vote) were able to see with their own eyes exactly how it would all look, and how, say, emergency evacuations would work, things might be different.

Our group also believed that the most meaningful experiences would come from free-range AR, where much larger environments can become immersive sandboxes for learning. This setup could also lead to a more social experience.

Another key point was on the adaptability of software. Ideally, AR programs would learn you as you learned them. Of course, this requires much more advanced artificial intelligence than what is available today, but we do get better all the time in mimicking this ability.

Finally, we decided that AR would be most meaningful when it was personalized. This refers to not just the changing viewpoint of the virtual objects, but also the content of the virtual portion of the environment itself. This, among other things, will help avoid information overload.

Points from other groups:
  • AR needs to be consistent with what's expected in the real world (it has to "make sense").
  • There must be an element of surprise and magic.
  • It should be social, approachable, and easy to use.
  • Users should enjoy being tricked/surprised.
  • The end user experience is key (not the technology itself).
  • There should be some degree of being novel or special.
  • It should be scalable in terms of time, space, size, and orientation.
  • It will provide the ability to experiment where it was once impossible.
  • It must be reliable enough to reflect realism.

How Do We Continue the Learning Experience Once the User Leaves


The first example our group discussed was the idea of capturing information about the experience that can then be used later in various ways. For instance, a military training exercise might record the decisions made for a particular scenario, and the user can bring that home and show his or her family what they experienced. They can compare their stats to others who have done the same scenario, and so on. The question then becomes: what is the best way to present the data? Whatever it is, it shouldn't replace the original experience. Otherwise, there's no reason to use the augmented reality again (or, for instance, no reason to go to a museum again).

ISMAR09-11

An interesting discussion started about whether doing a good enough job in creating the experience is enough to spark interest in a certain topic such that the user will go home and learn more about it. The example of the Louvre was that most visitors look at art for only 30 seconds or so, when you need at least two full minutes to fully appreciate the details. If the proper viewing was encouraged by the AR experience, perhaps this is enough to want to find out more. What if the Mona Lisa had an augmentation of da Vinci putting on the finishing touches after acting out some story related to life in that era? Would you be more inclined to find out more about da Vinci?

Finally, we felt it was key to avoid making it about the technology - the tech needs to be invisible. This way, the focus will be on the topic at hand, which again will make for an easier transition to, say, a follow up activity to be done at home.

Points from other groups:
  • A museum exhibit can have a take-home piece so the adventure can be continued (for example, your own fish from the main giant fish tank exhibit). The individual experience is sparked thanks to the larger context of the exhibit.
  • Make the follow-up activity viral. Share with friends and family.
  • Allow learners to finish the story at home when they run out of time.
  • Provide networking opportunities online.
  • Create physical activities later on.

What is Novel When it Comes to Augmented Reality and Learning?

We agreed that augmented reality isn't a new paradigm shift, but rather another tool in a teacher's toolkit. However, this tool might benefit a teacher in many ways. For instance, it may be easier to employ than other computer-based demonstrations if it's as easy to use as we insisted it be in the earlier questions. Furthermore, the exploratory nature makes for an environment that allows a teacher to say "I don't know, let's find out," avoiding the fear of teaching a topic they don't understand well themselves. Finally, it might be something that much better than just Googling a topic because it would certainly be more immersive.

Other advantages of AR in the classroom are that it would be more repeatable than more free-form techniques, making it possible to standardize the content (though not the experiences) of AR scenarios across the board.

It may also open up opportunities for standardized learning at home. This might help capture the attention of the gifted students and help the struggling students catch up. It would even be possible to have distributed study groups who could interact with the same virtual object.

In a training context, augmented and mixed reality has already proven to be very effective. Apparently many commercial pilots take their first flight in a real jet because the simulators are just that good.

Thinking more simply to see what could be done now, it's clear that printed material can be augmented with markers and cell phones used to view them (and kids would love getting permission to pull out their phones in class!).

Points from other groups:
  • Will AR be a revolution or just an evolution? Can we truly improve learning with AR? Perhaps we won't truly know for another few decades.
  • AR provides a different dimension related to creativity and self-reflection. It can be about exploration, not necessarily just making abstract concepts concrete.
  • Main barrier: How will it improve peoples' lives? We just don't know - there is a lack of understanding that won't be solved until we start getting more products in peoples' hands.
  • What are trying to accomplish with AR? Connection, relevance, and perspective? How?

Conclusion

That concludes the workshop on experiential learning. I will be taking away the excellent thoughts and insights from the three posts on this blog, as well as a better appreciation for the big picture. I hate to admit it, but when thinking about the game I want to build for my PhD research, I got stuck in thinking of a basic marker based interaction. There's so much more to AR that it would be tragic to miss considering it all.

October 20, 2009 09:50 PM

October 17, 2009


Gail Carmichael

Ori Inbar over at Games Alfresco is doing a pretty top-notch job of getting me excited about this year's International Symposium on Mixed and Augmented Reality, or ISMAR, where I'm going to be a student volunteer. For example, who wouldn't feel giddy when they saw a program that could turn sketches made on paper into working 3D virtual models in real time?

Today I finally got the chance to look at the schedule in more detail. There are a few sessions that I feel are must-see's for me, so hopefully my volunteer schedule can somehow accommodate this. At the very least, I hope I can do my duties in the rooms where these talks happen!

There have been indications scattered throughout some of my past posts that I really wanted to do augmented reality for my PhD research. Lately I've been feeling more and more certain that I want to explore educational entertainment that makes use of augmented reality. My current vision involves building games for kids that help them learn computer science concepts, kind of like CS Unplugged does, but on an individual basis.

I hope to explore two main areas: first, I would love to look at how well children understand augmented reality and what interfaces are best suited for them; and second, based on those results, I want to build such an interface. I somewhat expect that kids will need some kind of tangible component to best understand augmented reality, as they don't seem to be very abstract in general, so I'm hoping there will be some major (or at least somewhat major) new technological aspects to explore.

Based on this, Monday's workshop Falling in Love with Learning: Education and Entertainment Converge is an obvious choice for me. If I could do nothing else all conference, I think I would walk away satisfied.

A close contender for top choice is my second must-see: Tuesday's tutorial on AR Game Design, given by Blair MacIntyre of Georgia Tech. You know, I never really knew much about Georgia Tech before about a year ago, being a Canadian who can't keep track of all the schools down in the good ol' US of A. But once I started to see the amazing videos of their projects, they gained a lot of respect from me. No wonder they seem to rank in top schools for computer science! Anyway, the connection of this workshop to my thesis ideas should be obvious.

Finally, there is a talk in the Arts, Media, and Humanities Track that I'm also pretty pumped about. It's called Science Meets Fiction: Imagining the Future of Mixed and Augmented Reality. Aside from the inspiration for new ideas that I expect to get from this session, the speaker's affiliation is rather intriguing. He's a Disney Imagineer, something I learned about thanks to Randy Pausch's Last Lecture. I never really cared to go to Disney World until I heard about the Imagineers. Now I want to go solely to see what cool tech they've come up with!

So that's what's making me excited as I write my packing list for ISMAR. I fly out tomorrow and hope to document as much of what I see for you guys as I have time for. I am bringing my Nikon D90, which has a built-in video feature, so watch for photos and videos, too!

October 17, 2009 01:55 PM

October 14, 2009


Gail Carmichael

I just finished reading Usability Engineering Turns 10, a paper from 1996 by Keith Butler. One of the main questions that jumped out at me, as a computer scientist, what how usability engineering can fit into the larger field of software engineering. I suspect things have changed in thirteen years (for example, a company that I did some co-op placements with has changed from being run by the engineers in the nineties to being run by the business and marketing types today, and there are now entire teams of user design experts). Despite this, I have noticed a resistance from some students to even consider making a basic user and task analysis course mandatory, even just for the most relevant streams in our computer science degree.

The usability engineering cycle outlined by Butler is fairly straightforward, and likely looks familiar to software engineers:

  1. User and Task Analysis
  2. Interface Design
  3. Building (Iterative Prototyping)
  4. Usability Evaluation
The design of interfaces wasn't always so focused on the user. This way of thinking seems to have started in the 1940's during the Second World War. The machinery and instrumentation in air planes was beginning to get too complicated for humans to safely operate. Air crews needed protection from extreme environmental conditions as well as operational safety. This lead to a book by Ross McFarland in 1946 called Human Factors in Air Transport Design. The 1960's brought Human Engineering Guide to Equipment Design by Harold Van Cott and Robert Kinkade, which considered the user to be an integral part of the system, the same as the machine parts.

Some interesting key points from the article:
  • The abstract objective of usability engineering is the minimization of cognitive and perceptual overhead required from the user.

  • Intuitive interfaces are the result of designers connecting the layers between the mapping of a user's conceptual model to the functions of the system, the user determining the exact commands and arguments needed to control various functions, and the user's physical execution of the commands.

  • User and task analysis has two objectives: first, to understand the situation as it is, and second, to improve it.

  • Analogies help users connect the software with their mental model of the world. If an analogy is not defined in the software, the user will invent one.

  • The default practice is often assigning only as many functions to the computer as budget and time will allow, but it's better to understand what the computer do better and what humans do better and assign functions accordingly.

  • When designing layouts and operation of screens in software, the low level details can be worked out using UI standards. Higher level details, on the other hand, are driven by analogy and mental models.
Back to the students who vehemently oppose having any courses that cover this kind of material in a Bachelor of Computer Science. They argue that this isn't computer science and shouldn't be forced upon us. They say that they will never have to be the designer, so why should they have to learn about design?

First of all, a lot of what we learn in computer science could arguably be deemed "not computer science" if one wanted to be particularly pedantic. After all, software engineering isn't about algorithms or system design; it's about engineering processes. Yet software engineering is a course we all have to take it. Wouldn't at least being aware of how the designers came up with their decisions help us develop their vision more accurately?

According to our undergraduate calendar, students in the software engineering stream have to take a quality assurance course. Again, this could argued as something a little less computer science and a little more engineering. If those students learn about what happens during and after development, shouldn't they have the complete picture by learning what comes before?

Here's another good point that Butler makes:
Application development projects, however, must already deal with function, costs, schedule, GUIs, data management, communications, software architecture, methods, tools, standards. Unless part of a comprehensive, integrated approach to application development, usability can easily end up being just one more tail trying to wag the dog.
So in addition to simply having a big-picture understanding of the entire software development process, we have to be careful that the usability design phase doesn't get shoved aside partially due to the attitudes of those on the development side of things. Unless, of course, you think that us programmers can design a perfect product on our own. (Yeah, right.)

Butler sums it up perfectly:
Cultural obstacles in the computing community must be overcome in adding a user-centered perspective to the existing technology-centered focus.
Once again, though I think things have improved, there's still work to do, evidenced by my school colleagues. Here's hoping that one day an introduction to user and task analysis will be on the curriculum of anyone taking a software engineering class.

October 14, 2009 03:10 PM

October 13, 2009


Gail Carmichael

Although Grace Hopper has come and gone for some time now, the excitement still lingers. My second talk, the one I did on my own, was in the second last session of the whole conference. As you may recall, this talk was all about my computer science and games mini-course for grade eight girls.

I was supposed to only have half an hour for my talk, so my formal slides fit into that slot perfectly. However, the person for the second half hour didn't show, so I got to talk for the entire time! Cool! I took questions, showed one of the games the girls made in the first iteration of the course, and showed some course slides.

(Photo by Terri)

Terri was the official blogger for this session and had some great things to say about it:
Gail Carmichael hit upon the idea of doing a 1 week course on games for girls when her university was soliciting proposals for "enrichment mini courses." These courses are largely attended by grade 8s (~13 year olds), typically the advanced students from the local schools. They're intended to give the students a one-week taste of the university environment. If you are interested in running such a program, Gail suggests that there are often similar programs in other cities, local summer camps, local WISE groups, the Girl Guides/Girl Scouts and many others who could help set something up.
She notes that another thing the girls craved is Starbucks coffee... who knew?
Gail ended up having the entire hour to herself, since the second speaker, Anne Marie Agnelli, was unable to attend. This gave an opportunity for Gail to showcase one of the games created by her students, as well as have a longer question/discussion section. In fact, the second half of the presentation became much more like a Birds of a Feather session where a variety of women talked about their questions and experiences.
I also had an awesome note taker for this session, Eshe, who had come out on the Tuesday night before the conference when we had a dinner to discuss outreach efforts for young women. Check out the notes she wrote for my talk, where you can also find the slides I used.

I was so pumped when I was done this session. Many audience members came up to talk to me about the course and their ideas for their own outreach. I have never felt so important before! ;)

October 13, 2009 06:54 PM

October 08, 2009


Inkscape Tutorials


Over the days leading up to the release of Inkscape 0.47, we are going to publish a series of brief screencasts that demonstrate some of the awesome new features that are in the latest version of Inkscape.

Today’s screencast shows off the awesome new feature that has been added to inkscape that displays a highlighted outline of paths when they are hovered over using the “Node Tool”

The Inkscape 0.47 Release notes has a more detail on this feature:

In previous versions of Inkscape, no visual feedback was given back to the user when hovering over paths when using the Node tool. In this update, hovering over a path with the Node tool now results in a highlighted path outline being displayed. Note: the duration and color of the new path outline feature can be configured in the Tools > Node section of the Inkscape Preferences dialog.

Ogg Format

October 08, 2009 03:44 AM

October 07, 2009


Kees Cook

Inspired by the Larson Scanner project, I finally broke out my Arduino and ported the code from the ATtiny to the ATmega. (The Arduino IDE runs fine with openjdk-6.) I’m sure the power usage is terrible, but I wasn’t after long battery life. I wanted my very own Cylon eye.

DorkBoard running the Cylon eye

Since I was successful with porting the code and wiring up the Arduino, I figured I’d see if the tiny Arduino-clone called the “DorkBoard” would work with it too.

Later in the weekend I grabbed a AAA-battery holder and hooked that up so the eye is untethered from the USB power source. Next up, coding the pesky self-awareness.

October 07, 2009 04:58 PM

October 06, 2009


Jon Phillips

Vague Cities

Over at Overlap.org, we just released Chris McNamara’s new album, “Vague Cities,” along with Ghostly International. We will be doing more co-brandings, partnerships, and other types of co-curation over the next few months to accomplish our mission to be THE experimental media platform.

Let’s talk about this on the overlap discussion list you can join at Overlap.org and or send us your thoughts.

If you review our work, we will post about your reviews. If you send us music to review, we will listen to it.

October 06, 2009 08:21 PM

October 02, 2009


Gail Carmichael

As somebody who naturally loves to organize, this session was close to my heart. Oddly enough, I didn't really do a whole lot of organizing for my Masters research (I guess it was 'simple' enough that I didn't need to), but I'm really excited to use some of this advice as I start my PhD. One of the first things I'm going to (finally) do after thinking about it a lot is setting up an SVN server on my own webserver.

Why Organization Matters

You will do a lot of stuff in 5-7 years, and you'll forget a lot of it. Why waste time recreating work you've already done by being disorganized? (Your advisor doesn't teach you this kind of thing!)

Mistakes Made

The panelists share the following mistakes they have made:

  • Not commenting code.
  • Not taking notes during meetings.
  • Keeping track of papers (also known as messy piles on your desk).
  • Not using source control systems.
  • Not writing down research ideas.
Don't think you're the only person who will ever see your source code or ever touch the project again. Don't think you can save time skimping on documentation or that you'll never forget anything. And last but not least, don't think organization requires too much time that you don't have!

Considerations
  • Do I work alone or with collaborators?
  • Do I work on multiple machines that require synchronization?
  • Do I have limited amounts of storage?
  • Do I need to keep paper records or record data off my computer?
  • Is my work backed up?
Keeping Ideas Organized

Index cards, loose leaf paper, or notebooks are good for temporary notes and drawings, but are easy to lose, not portable, and not searchable. A research blog might be a good place to process ideas and search them later, as well as allow group members to follow your work and make comments, but makes it difficult to organize ideas. You can keep weekly notes in Google Docs, using coloured highlighting to track what is done and what is not; however, this often produces very large documents. A Google Site takes this a step further, allowing multiple pages that can be used to track progress, share with group members, and so on.

Audience suggestions: Webspiration: Online Visual Thinking. For math notes, some use TeX and SVN. Delicious is used to remember websites visited and Diigo is a web highlighter and sticky note tool. MS OneNote is also popular.

Keeping Papers Organized

Keep track of author, title, etc, but also notes about key points and criticisms. Even if you've only skimmed a paper, make a note of it. When choosing tools look for the ability to make citations and bibliographies for papers, take notes, and link to the paper (PDF).

I've blogged before about the tools available on Windows, and another mentioned here is Pybliographer. I also hadn't included EndNote in my list since it's not free.

Pro tip from audience: As soon as you read a paper, get the FULL citation information. It's amazing how hard it can be to find later when you only note the title. Always put every document you've read in your organizing software.

Keeping Experiments Organized

At stake: sanity, time, and reputation. When you were wrong about "never using that code again," you will waste a lot of time if you didn't bother keeping everything organized.

Organized your file system by project and experiment. Make your code modular by separating code for preprocessing data, running the method, summarizing results, and creating figures/tables. When something goes wrong, make it so you can re-run only the part that went bad. Make your experiments reproducible (store random seeds, input parameters, and know what versions of libraries (etc) are used.

Other tips:
  • Use good programming practices.
  • Handle errors.
  • Code unit tests.
  • Use an IDE which integrates with debuggers and revision control.
Paper Writing
  • Use a good LaTeX editor.
  • Use revision control and/or track changes (especially with multiple authors!).
  • Keep track of what version of a paper has been submitted where.
  • Start early, and remember that writing can help organize your thoughts.

October 02, 2009 09:27 PM

...and I really am! I'm even in the video. :) Please watch and pass on - make it viral!

(It was filmed at least year's Grace Hopper in Keystone, Colorado. More info on the Anita Borg website.)


October 02, 2009 01:26 PM

October 01, 2009


Gail Carmichael

I'm going to try doing this post a little differently. I'm recording information during the actual session instead of taking notes and writing it up later. Below I have the introductions of the panelists, some general session notes, and a few of the audience questions.

Sandy Jen, Meebo

  • First job after graduation had cubicle walls. She was short and walls were really tall!
  • Worked on own ideas after working a regular 8-5 day.
  • Got funding after launching.
Shaherose Charania, Women 2.0
  • Two lives: During the day, working on mobile start-ups; at night, help run Women 2.0.
  • Women 2.0 helps women launch start-ups via networking, workshops, competitions, etc.
  • Grew up in Canada, travelled back and forth to Pakistan. Helped her see how much she had living in Canada. Technology is one thing that's missing in places like Pakistan.
  • Thought she wanted to code but found out otherwise in first course with JavaScript. Took business to be able to work with engineers instead.
  • Interviewed at Google after graduation. Saw Silicon Valley for first time. Didn't get Google job, but came to Silicon Valley anyway.
Meghan Casey, Squidoo
  • It's not about what you've already done or the failures you've had - it's about what you want to do next.
  • Don't over plan and see what interesting bumps come along on the way.
  • Liberal arts snob in undergrad.
  • Worked at Random House book publishing.
  • Found someone also interested in the idea of spreading ideas while editing his book. Started Squidoo.
  • Wants us to realize what a cool moment we're in, and to just pick something and start doing it (don't spend too much time researching, etc!).
General Session Tid-Bits
  • Social startups are a current trend (where social is code for non-profit).
  • Biggest question: I have this idea. How do I make it happen?
  • Get the feeling that you can make things better.
  • In tech, you can choose ideas that don't cost a lot of money up front (especially on web). Sandy used her own money to start Meebo, making it her baby (and making cost-cutting decisions easier).
  • Lately, the start-ups that have made it got funding from friends and family they trust rather than venture capitalist money. Start making money with ads and freemium models.
  • Don't ask for permission to execute your idea when asking for money. Be frank that it might fail in a year.
  • Share your idea and get feedback. Others will have the same idea, but will approach it differently, so you don't have to keep it to yourself.
  • Passion: You see an opportunity really clearly, and you'd feel really bummed if you missed it. Helping people and enabling people. Gives you that internal energy that nobody else can give you.
Audience Questions

How can I find the right people to become co-founders, stock holders, etc?
  • Look for people who want the experience and the celebrity status.
  • Being in the right environment can help a lot. E.g. Silicon Valley is ripe with technologists.
  • Check entrepreneurial resources.
  • Go to Elance.
How do you know when your idea is good enough to bring to a market that already has an implementation of the same idea?
  • You can't know. But that doesn't make your idea invalid.
  • "No point in trying to out-Google Google." If the other people fill every need you ever had and you're envious of it... you probably don't need to add to the market.
How do you get support for your business without having others steal your idea.
  • The idea itself should never be a secret. The idea might be the same but the implementation different.
  • Those you tell haven't gone through the evolution you have, so you're most likely to do it better.

October 01, 2009 07:09 PM

As the mentor for this PhD Session noted, the three talks given really show the eclectic mix that can be found in computer science. This was the first time I attended these forums, and I tried my best to fill in the feedback forms as best I could with useful comments. All three presenters did a really good job and were really well prepared, so my comments were really only of small things!


Warehousing Markovian Streams
Julie Letchner

Imagine that you have an RFID tag attached to you, and that several sensors record your movement around a building with time stamps. You might want to ask questions like "when did Bob enter the coffee room?" The only problem is that you can't be 100% sure where exactly someone is based on the RFID sensors, since there are overlapping signals, etc. Instead, there are a bunch of probabilities of Bob physically being somewhere, probably based on how close the signal is to the sensor.

Julie's research was all about having a database of all these probabilities stored as Markovian streams (I think). The key question was how to make it more efficient, and the main points of the answer centre around indexing and approximation. The Lahar database developed is efficient enough to run in real time as the data is streamed.

There are some cool applications of Markov streaming, so making use of this kind of data is definitely desirable. Some examples include using tracked information for diaries, health monitoring and fitness assessments. Markov streams can also be used to process audio streams, which may be very useful for sound search.


Classroom Resources and Impact on Learning
Margaret A Dickey-Kurdziolek

The big question for Margaret is whether there is worth in having technology in classrooms. I think this is a very interesting question indeed. After all, it's easy to try and bring in all the newest and coolest tech, but are kids actually learning more because of it?

Margaret focused on SimCalc. She found that when it came to test scores on standardized tests, the use of this technology didn't improve student results all that much. But when it came to the students' abilities to learn advanced math skills, the technology made a huge difference. This brings up a whole other issue about standardize tests hurting more than helping, but that's another blog post for another day.

The research focused on a selection of teachers from Texas who used SimCalc is various setups, from all students using it in the computer lab and having their own computer to the teacher just projecting one computer in the classroom. I actually don't recall the results between these setups, but Margaret did mention that the students who shared often faced problems, but that learning to share was highly valued by teachers.

I think this sort of research will be very useful in shaping the future of technology in the classroom, and am looking forward to seeing more of it as time goes on.


Augmenting Biographical Memory
Andrea Schweer

The goal of this research is to help people remember the details and events of their lives. For instance, have you ever wondered "when did I meet this person and what did we talk about" after a day at Grace Hopper? Wouldn't it be great to have some easy way to recall these little details?

Current solutions for this are what we might call 'male-oriented'. It's kind of like someone noticed some cool tech out there and wanted to figure out a way to use it. Instead, Andrea took a more human approach and used cognitive science to figure out how people and memory work. She found out about the differences between memory cues and the memories themselves; the older methods of life blogging and semantic desktop don't really differentiate these things.

The highlight of this talk for me was the idea that computer science can benefit so much from so called 'softer' sciences (especially psychology). I completely agree with this, and I wish more computer scientists could be exposed to these ideas, even if they don't have to work with them directly.

October 01, 2009 01:27 AM

September 30, 2009


Jon Phillips

virii-2009-conficker-record-cover

Awhile back Jane Metcalfe asked me to contribute some artwork for an upcoming art auction this Sunday in Sonoma County. I created a project from my stack of IDEA2009’s called Virii 2009 Conficker which is an annual certification for the most replicated computer virus for 2009, Conficker. The format is a standard RIAA platinum record with the obvious virus contents encrypted on disc, behind glass, and behind a legal disclaimer for whoever collects the piece. Here is a project summary:

Virii 2009 is an annual acknowledgment of the computer virus which has replicated the most, globally, for an annual year. The first Virii 2009 unique plaque, VIRII 2009 CONFICKER, is presented as a certified record of authenticity, framed for hanging on a wall in a secure location. Future certifications are to be only distributed as an annual unique plaque. It is entrusted to a collector to be stored or shown securely. The attached disc and samples contained on the disc are packed in a secure manner that only the artist, Jon Phillips, or his designated agents may discuss.

This is an invitation to attend the art auction this Sunday in Sonoma. Come out and support! I’ll be taking Outscape’s Jeep there along with Barryista.

Renegade ART Show and Auction Invitation

From the press release:

On Sunday October 4th, 2009 the world of art and politics will come together for one event. Best-selling author Anne Lammot, Academy award-winning director (Wall-e) Andrew Stanton, Grateful Dead drummer Mickey Hart, Survival Research Labs founder Mark Pauline, videographer Lynn Hershman and WIRED Magazine founder Jane Metcalfe will discuss what it takes to create a renegade legacy. Each is a renegade artist in their own right and they will be featured guest speakers at Renegade Art & Democracy, an art auction and reception hosted by Lynn Woolsey — the renegade Congresswoman from Petaluma.

Given the recent battles in Washington DC and the Congresswoman’s leadership within the progressive body (now deemed “renegade”), this conversation could not be more timely. As you know, artists are always the most outspoken when it comes to renegade ideas. Thus, this unique group of artists would make a fantastic study for the Chronicle’s readers. In addition to those listed above, the work of 40+ artists including: Christo, William Wiley, Robert Hudson, David Best, Tiffany Shlain & Ken Goldberg, Jock McDonald, Lisa Kristine, Philip Krohn, Dave Eggers, George Lucas and Jon Phillips will be available in the event’s silent and live auctions.

The link to the Facebook event page

Here are the basic event details:

What: “Woolsey for Congress ‘Renegade Art & Democracy’
When: Sunday, October 4 at 4:00 PM
Where: Cornerstone Gardens, Sonoma

I’ll post more about the piece, which I intend to do every year in this format, to provide acknowledgment over the other software (other than free and open source software!) and the anonymous creators who make it. I’ll talk more about that shortly.

Also, a big thanks to Nicky Bourque for helping with the security aspects of this project.

September 30, 2009 11:39 PM



Gail Carmichael

Wow, have we ever been busy here in Tucson! It's late Tuesday night, and I'm only able to blog about Monday's activities. So there's definitely more to come. ;)

This year, I wasn't selected as a Hopper. Hoppers are conference volunteers who work for eight hours in exchange for free registration and a t-shirt. I didn't really need this since I won a scholarship, but was willing to volunteer anyway. I guess they wanted to make sure that everyone who needed the position got one, and so I did not. This is a bit of a guilty blessing in disguise, since I was able to do a little extra sight-seeing while some of our group did their Hopper work!

Barb and I used our rental car to check out the Sonora Desert Museum. On the way, we got a few nice shots at a lookout point:

Grace Hopper Celebration-13

Grace Hopper Celebration-14

When we first entered the museum, we found a friendly woman who taught us everything we needed to know about the iconic cactus called the saguaro.

Grace Hopper Celebration-21

Ever wondered what was inside a cactus? This. This is the skeleton of a dead saguaro cactus. I never knew they were woody inside, like trees:

Grace Hopper Celebration-20

The museum was also a zoo. We saw all kinds of wildlife that lives in the desert. There were some surprises, including a white-tailed deer. We didn't realize there was enough food in the desert for them. When we finally saw one, we realized the looked the same as at home, but were smaller. This cute mountain lion was slightly more expected:

Grace Hopper Celebration-26

This was the first day we were out in the hot sun, and we realized how HOT it has been here in Tucson lately. I think I got a bit of heat or sun stroke, because I felt pretty out of it the rest of the day. I also ate a bit later than usual, which probably didn't help.

All my Grace Hopper photos will be going in their own set on my Flickr account, so be sure to check back often to see much more than what I'm posting on my blog! And with that, I'll leave you with a few more cactus pictures. My next posts will be about our hike on Tuesday and the first day of the conference.


Grace Hopper Celebration-10 Grace Hopper Celebration-18 Grace Hopper Celebration-39

Grace Hopper Celebration-2 Grace Hopper Celebration-38

September 30, 2009 01:53 PM

September 29, 2009


Jon Phillips

network nodes

Points if you find the new art project before I announce it, but please don’t spread it.

September 29, 2009 11:55 PM