Tuesdays, 11:30 am - 12:30 pm
Each week during the fall and spring semesters, the ATLAS Colloquium features dynamic speakers from academia and industry who work in fields of interest to the creative technology and design community. Whether artists, creatives, entrepreneurs or free spirits, these speakers share their interdisciplinary experience and knowledge in an intimate, small-group setting. Talks may be attended in person in the ATLAS hackery (ATLS 208) or, in most cases, online.
The ATLAS Colloquium is organized and curated by Ellen Do, professor of computer science with the ATLAS Institute and director of the ACME Lab. Talks are free and open to the public. Students have the option of taking the one-credit ATLAS Seminar ATLS-7000-001.
In most cases, colloquia are recorded.
Fall 2023 Colloquia
Topic : Maker Spaces & Creativity
Speaker : Sohail Soomro
Tues 9/5 from 11:30 am -12:30 pm
Join the talk via Zoom or join the watch party in ATLS 208
Bio: Sohail Soomro is a doctoral candidate at the University of Ouru, Finland. His research explores maker spaces or fablab environments, creativity and the implications for design. Soomro has extensive experience with embedded systems programming, electronic circuit design, and digital fabrication technology.
Talk details and abstract are posted here.
Topic : Hardware, Prosthetics & Design
Speaker : Eric Monsef
Tues 9/12 from 11:30 am -12:30 pm
Join the talk via Zoom or join the watch party in ATLS 208
Bio: Eric Monsef is co-founder and CTO of Atom Limbs, a California-based startup developing "mind-controlled" prosthetics. Monsef is a senior technology pioneer previously with Apple, HP, and Glydways. At Apple, Eric created the Core Hardware Team of over 180 deep engineers, managed more than $250 million in budget, and led architecture and design on the original MacBook & MacBook Pros. After Apple, Eric was VP & GM of Immersive Systems at HP. Eric followed up his work at HP as the CTO at Glydways. Eric is named on 40+ patents, and holds a Master’s of Science degree in Engineering from Santa Clara University.
Talk details and abstract are posted here.
Topic : How to Design an Intelligent Augmented Reality Assistant
Speaker : Yan-Ming Chiou
Tues 9/19 from 11:30 am -12:30 pm
Join the talk via Zoom or join the watch party in ATLS 208
Abstract: In this talk, I will discuss the lessons we learned from the Perceptually-enabled Task Guidance (PTG) project. In PTG, we designed an intelligent augmented reality (AR) assistant in the cooking domain using the Microsoft HoloLens 2 augmented with other sensors to perceive and understand the user and environment. The AR assistant leverages the knowledge from the PTG core system to guide the user via the spatial computing user interface (UI) and voice-user interface (VUI) to finish the task.
Bio: Yan-Ming Chiou is a research scientist in PARC, he explores augmented reality and computer vision applied to AR assistance systems. Dr. Chiou holds a Ph.D. in Computer Science from the University of Delaware and an M.S. degree in Communications Engineering from National Chung-Cheng University in Taiwan. His past research projects use innovative technologies, primarily augmented reality(AR) and social robots, to create educational applications.
More details are posted here.
Ryo Suzuki "Programmable Reality: Making the World a Dynamic Medium through Visually and Physically Programmable Environments"
March 10, 2022
Abstract:
Today, a computational medium and its representations are trapped as "pictures under glass"---what we can program is only limited with virtual objects on screens, which we cannot touch, manipulate, and interact with, in the same way, we do with real objects in the real world.
My research goal is to change this paradigm to make our whole living environment "a dynamic medium"---instead of confining ourselves to a flat rectangle screen, I envision a future where the world itself is an expressive canvas and dynamic physical medium, as if we are living in a computer, rather than living with it. For example, what if we could draw dynamic sketches that can be embedded and interact with the real physical environment? What if we could "render" an arbitrary physical shape, just like a 3D printer, but in a dynamic manner (i.e., render in seconds rather than hours)? What if our physical environments can transform and reconfigure themselves to provide haptic sensations or support our everyday life?
In this talk, I illustrate this vision of "Programmable Reality", which aims to blend pixels and atoms through both visually and physically programmable environments. By leveraging AR/VR, robotics, and shape-changing technologies, I show how we can transform and augment the world for the future of the dynamic medium. Then, I discuss open research challenges and opportunities to make this vision reality.
Bio:
Ryo Suzuki (http://ryosuzuki.org/) is an Assistant Professor in Computer Science at the University of Calgary, where he directs the Programmable Reality Lab. Prior to joining UCalgary, he graduated from PhD at the University of Colorado Boulder in 2020, where he was advised by Daniel Leithinger and Mark Gross. His research interest lies at the intersection of Human-Computer Interaction (HCI) and robotics. He explores how we can combine AR/VR and robotics technologies to make our environments more dynamic, interactive, and programmable to further blend virtual and physical worlds. In the past 6 years, he has published more than eighteen full-paper publications at top HCI and robotics venues, such as CHI, UIST, IROS, ICRA, and received three awarded papers. He has also served as a program committee member for CHI and UIST among others. Previously he also worked as a research intern at Stanford University, UC Berkeley, the University of Tokyo, Adobe Research, and Microsoft Research.
Dhruv “DJ” Jain "Advancing Sound Accessibility"
March 8, 2022
Abstract:
The world is filled with a rich diversity of sounds ranging from mundane beeps and whirs to critical cues such as fire alarms or spoken content. These sounds can be inaccessible not only to people with auditory-related disabilities such as those who are deaf or hard of hearing (DHH) but also to hearing people in many situations. We all may find conversations difficult to hear in noisy bars, doorbells inaudible over a vacuum cleaner running, or may miss our phone ringing while in the shower.
My work advances sound accessibility by developing interactive systems that leverage state-of-the-art in machine learning, signal processing, and wearable technology to sense and provide sound feedback. To design these systems, I follow an iterative user-centric research process ranging from formative studies to design and evaluation of prototypes in controlled environments, to crucially, deployments of full systems in the field. In this talk, I will discuss my past and ongoing research to advance three areas of sound accessibility: providing awareness about everyday sounds, supporting speech-based conversations, and improving accessibility of sounds in emerging technologies such as AR/VR and smartwatches. I will conclude with outlining my future plans.
Bio:
Dhruv "DJ" Jain is a final year PhD student in Computer Science and Engineering at the University of Washington. His research lies in Human-Computer Interaction (HCI) and focuses on accessibility. He has published over 20 papers in top HCI and accessible computing venues such as CHI, UIST, and ASSETS; seven have been honored with best paper and honorable mention awards. DJ's work has also been covered by the media (e.g., by CNN, New Scientist, and Forbes), is included in teaching curricula, and has been publicly launched (e.g., one system has over 75,000 users). During his graduate studies, he has worked at Microsoft Research, Google, and Apple on research addressing accessibility challenges on future commodity devices. DJ's work is supported by a Microsoft Research Dissertation Grant and a Google CMD-IT LEAP Alliance Fellowship. See more at: https://homes.cs.washington.edu/~djain/.
Chinmay Kulkarni, "Designing Computational Systems for Learning and Inclusion in a Future of Work"
March 4, 2022
Abstract:
Enabled by the internet, and accelerated by the pandemic, the future of work is already here. Today, we collaborate with distant colleagues we have never met in person, and employers rely on online labor platforms to find freelancers around the world. At the same time, computational work environments largely lack informal social interactions. Consequently, workers struggle to build rapport with colleagues, collaboration networks are siloed, and employers struggle to even evaluate potential workers. Based on my research that has resulted in tools that have helped millions of learners in massive online classes (MOOCs), I argue for a new approach to build computational work environments. Specifically, I show that combining findings from behavioral sciences with computational techniques can create social interactions that scaffold learning and weave these interactions into the fabric of work. In this talk, I demonstrate this approach with systems that help people learn ambiguous skills, foster an environment that welcomes diverse viewpoints to help teams make better decisions, and allow a more inclusive range of employers to benefit from this future of work. Together, these systems point to a future where computing can create work environments that support learning and inclusion better than traditional work possibly could.
Bio:
Chinmay Kulkarni is an Associate Professor in Human-Computer Interaction at Carnegie Mellon University, whose research introduces technology for scaling education and online work. His lab has created systems that scale feedback and assessment to thousands of learners in massive online classes, systems that extend peer feedback to work contexts where competition may prevent honest feedback, and systems for learning how to adapt to new forms of work. More than 50,000 learners have directly benefited from these systems, and companies as varied as Coursera, Mozilla, and Instagram have adopted the related research findings, benefiting millions more. His lab is also developing community-based design approaches that can also yield scalable socio-technical solutions while still resisting the impulse to position certain community needs as edge cases. This research is currently supported by the NSF, the US Department of Education, and the Office of Naval Research. Past research sponsors include Mozilla and Instagram. Before coming to Carnegie Mellon, he earned a PhD from Stanford's Computer Science Department.
Cynthia Bennett, "Toward an Ethics of AI Accessibility"
March 3, 2022
Abstract:
Inaccessible information has wide-ranging consequences. These span people with disabilities being unable to read COVID-19 infographics to them being excluded from digital networks like social media and remote meetings which frequently and rapidly transmit highly visual information. One approach to increasing nonvisual access to information for people who are blind and low vision is artificial intelligence (AI), which promises automation and scalability, thereby decreasing the resources required to produce accessible information. However, research and media reports continue to illuminate AI-bias and malicious applications. As these harms tend to impact people who already experience marginalization, the ethics of applying AI to solve perennial accessibility challenges is complicated.
In this talk I will argue that frameworks from disability activism, like one that I developed for accessibility contexts called interdependence, are useful for understanding the experiences of people with disabilities and are also generative for considering ample factors while designing ethical and accessible information communication. To make this argument, I will overview a project concerning one facet of information accessibility—representation of people in human and AI-generated alternative (alt) text descriptions. I will share findings from interviews I conducted with blind people who rely on alt text to understand visual information and who also identified as a minoritized race or gender shown to be disproportionately misrepresented by AI-powered human recognition systems, similar to those which may be leveraged to automatically generate alt text. Their experiences and perspectives lent to alt text design considerations. I will conclude with my future program on developing a wider ethics of AI accessibility.
Bio:
Cynthia Bennett is a Postdoctoral Fellow at Carnegie Mellon University’s Human-Computer Interaction Institute and a Researcher in Apple’s AI and Machine Learning organization. Her HCI research concerns the intersection of power, disability, design, and accessibility. Bennett is regularly invited to speak about her research; recent hosts include The Radical AI podcast and Apple’s Worldwide Developers Conference. She has received funding from the National Science Foundation, Microsoft Research, and University of Washington’s Human Centered Design and Engineering department, where she completed her Ph.D. She has published in top-tier HCI venues, and seven of these papers have received awards.
Jennifer Jacobs, "Expressive Computation: Integrating Programming and Physical Making"
March 1, 2022
Abstract:
Creators in many different fields use their hands. Artists and craftspeople manipulate physical materials, manufacturers manually control machine tools, and designers sketch ideas. Computers are increasingly displacing many manual practices in favor of procedural description and automated production. Despite this trend, computational and manual forms of creation are not mutually exclusive. In this talk, I argue that by developing methods to integrate computational and physical making, we can dramatically expand the expressive potential of computers and broaden participation in computational production. To support this argument, I will present research across three categories: 1) Integrating physical and manual creation with computer programming through domain-specific programming environments. 2) Broadening professional computational making through computational fabrication technologies. 3) Broadening entry points into computer science learning by blending programming with art, craft, and design. Collectively, my research demonstrates how developing computational workflows, representations, and interfaces for manual and physical making can enable manual creators to leverage existing knowledge and skills. Furthermore, I’ll discuss how collaborating with practitioners from art, craft, and manufacturing science can diversify approaches to knowledge production in systems engineering and open new research opportunities in computer science.
Bio:
Jennifer Jacobs is Assistant Professor at the University of California Santa Barbara in Media Arts and Technology and Computer Science (by courtesy). At UCSB, she directs the Expressive Computation Lab, which investigates ways to support expressive computer-aided design, art, craft, and manufacturing by developing new computational tools, abstractions, and systems that integrate emerging forms of computational creation and digital fabrication with traditional materials, manual control, and non-linear design practices. Prior to joining UCSB, Jennifer received her Ph.D. from the Massachusetts Institute of Technology and was a Postdoctoral Fellow at the Brown Institute of Media Innovation within the Department of Computer Science at Stanford University. She also received an M.F.A. and B.F.A from Hunter College and the University of Oregon respectively. Her research has been presented at leading human-computer interaction research venues and journals including UIST, DIS, SIGGRAPH, and, most prominently, at the flagship ACM Conference on Human Factors in Computing Systems (CHI), where she received two best paper awards and one best paper honorable mention award in the past four years. As primary investigator, she has received two research grants in 2020 and 2021 from the National Science Foundation Division of Information and Intelligent Systems in computational fabrication for manufacturing and commercial craft. Personal Website: https://jenniferjacobs.mat.ucsb.edu/. ; Lab Website: https://ecl.mat.ucsb.edu/
Katherine Jinkins, "Toward On-Body Health Monitoring and Highly Personalized Medicine"
February 25, 2022
Abstract:
Wearable or implantable biodevices enable continuous health monitoring and diagnosis of diseases or conditions in a fast, cost-effective, and accurate manner. These devices also allow the delivery of therapeutics, and subsequently create a new on-body realm of highly personalized medical treatment that can adapt to the dynamic nature of physiological processes. However, simultaneous control over the materials, electronics, and interface with the body, which is required for safe and conformal devices, has been difficult to achieve. In my research, I work at the intersections of materials design, bio-inspired engineering, nanomaterials assembly, and microelectronics to overcome this challenge.
In this talk, I will first outline a materials and device strategy for developing thermally switchable adhesives that interface wearable devices with the body. Implementing wireless control to modulate the adhesion strength of novel stimuli-responsive adhesives from a strong to a weak state eliminates the risk of damage to skin during removal, improving patient safety. Second, I will discuss a technique in which newly discovered liquid crystal phenomena are harnessed to assemble semiconducting carbon nanotubes into densely packed, highly aligned arrays, enabling nanotube field-effect transistors with unprecedented uniformity and performance across the wafer scale. These nanotube arrays enable high-performance logic and RF devices and promise to lead to next-generation flexible and wearable electronics. Finally, I will conclude by discussing new possibilities to develop future materials and electronics systems with programmable and stimuli-responsive functionalities for implants and drug delivery, as well as routes to exploit nanomaterials assembly for novel wearable and flexible devices, such as sweat microfluidics and biosensors.
Bio:
Dr. Katherine R. Jinkins is a postdoctoral fellow at Northwestern University, where she works with Prof. John A. Rogers in the Querrey Simpson Institute for Bioelectronics. She received her Ph.D. in Materials Science in 2020 from the University of Wisconsin-Madison, where she was advised by Prof. Michael S. Arnold. She has received funding through the National Science Foundation Graduate Research Fellowship, the University of Wisconsin-Madison Distinguished Graduate Research Fellowship, and a Querrey Simpson Institute for Bioelectronics research grant to support her research.
Grace Leslie, "Brain-Body Music Interfaces for Creativity, Education, and Well-Being"
February 24, 2022
Abstract:
Music is an important and universal means of communication. The feelings of connection and well-being that music creates are supported by a process in the brain and body called entrainment, in which our natural rhythms (speaking, walking, heartbeats, breathing, and even brain waves) synchronize with the rhythms we hear. The research activities I supervise at the Brain Music Lab at Georgia Tech expand on this powerful process by building software and hardware that translates brain and body rhythms into music and sound. I will review several music technologies that invite beneficial brain and body rhythms within and between listeners, and I will introduce the musical performance and composition practice I’ve developed in concert with these technologies. For researchers, doctors, and caretakers, this work has the potential to expand our scientific understanding of music’s beneficial effects on the brain and body, and may lead to new music-based interventions for adults, children, and infants.
Bio:
Grace Leslie is a flutist, electronic musician, and scientist. She develops brain-music interfaces and other physiological sensor systems that reveal aspects of her internal cognitive and affective state, those left unexpressed by sound or gesture, to an audience. Dr. Leslie is an Assistant Professor in the School of Music at Georgia Tech, where she directs the Brain Music Lab at the Center for Music Technology. Her research uses scientific analysis of EEG, ECoG, and physiological data to understand affective responses to music engagement. Additionally, she uses these experimental methods to engineer new musical interventions for health and well-being, including the development of musical brain-computer interfaces. Dr. Leslie was recently a fellow at the Neukom Institute for Interdisciplinary Computation at Dartmouth University, and a postdoctoral fellow in Rosalind Picard’s Affective Computing Group at the MIT Media Lab. She completed her PhD in Music and Cognitive Science at the University of California, San Diego, performing research with Scott Makeig at the Swartz Center for Computational Neuroscience.
Amy Banić, "Interactive Realities and Creative Spatial Interfaces"
February 22, 2022
Abstract:
Extended Reality (XR), consisting of Virtual, Augmented, and Mixed Reality (VR/AR/MR) is a rapidly emerging and continuously changing field. Many researchers have shown benefits in using these types of immersive systems for spatial learning, physical and social training for high risk situations, virtual-to-real world knowledge transfer, creative expression, therapy for physical and mental health, aging populations, historic preservation, entertainment, fostering empathy, reducing implicit bias, entertainment, film, scientific analysis and discovery, and more. Typically, a head-mounted display and two joysticks might be used for these applications. This canned set is quickly becoming the commercial standard for virtual reality display kits that typically include a stereoscopic display that fosters visual immersion, stereo sound that fosters auditory immersion, as well as tracking and game-based input controllers that fosters spatial interaction. While this is a great advancement for closing the gap in widespread usage, a one-size-fits-all approach may limit the potential of immersive systems and user experiences.
So much of understanding human perception, movement, abilities, and limitations coupled with the design of the visual and illusionary cues, input devices, interaction techniques, registration, tracking, and output to our sensory channels influence how we, as humans, use, explore, and engage with immersive systems. My passion is to explore creative technologies for 3D User Interfaces/Interaction (3D UI) with Immersive Systems to understand how we interact better, are more engaged, or in more interesting ways with these systems to further improve learning, health, creativity, and workflow. This talk will present past and present research which I have supervised or collaborated on in the context of three areas fueling this passion: (1) understanding human abilities and designing techniques to positively influence human movement and interaction, (2) creative technologies for spatial interfaces, and (3) creative modalities for expression. As this talk develops, challenges and future research potentials will be discussed. The goal of this talk is to provide samples of research, yet leave the audience with more questions than answers, to inspire ideas, and to foster potential collaborations with students and faculty.
Bio:
Amy Banić is a Visiting Associate Professor at the ATLAS Institute this year. She is an Associate Professor in Computer Science at the University of Wyoming (UWyo) in Laramie, WY. Her research focuses on the design of 3D User Interfaces and Devices for Virtual / Augmented / Mixed Reality (XR) Environments, Immersive Visualizations, and Virtual Humans. Banić’s educational background is rooted in the intersection of design, computer graphics, and human-centered computing. Banic has a B.S. in Computer Science and B.A. in Studio & Digital Arts from Duquesne University in Pittsburgh, PA. She earned her M.S. and Ph.D. with the mentorship of IEEE Virtual Reality Career awardee Larry Hodges at the University of North Carolina at Charlotte by 2008. She furthered her career development as a Post-Doctoral Fellow at Clemson University, where she helped initiate the Virtual Environments Research Group in the School of Computing and Digital Production Arts Program. She joined the University of Wyoming in 2010 and has been developing her career there ever since.
At UWyo, she is the Director of the Interactive Realities Research laboratory, Co-Director of the new Center for Design Thinking at UWyo, faculty mentor of the UWyo InnoVRtors and Equality for Computing student groups, and holds a joint appointment at the Advanced Visualization Lab in CAES at the Idaho National Laboratory. Banić enjoyed speaking as a keynote for the Workshop on Novel Input Devices and Interaction Techniques (NIDIT) in 2021. She served as general chair for the 3rd ACM Symposium on Spatial User Interaction in 2015 and general co-chair for the Rocky Mountain Celebration of Wyoming in Computing Conference in 2013. She organized multiple workshops and tutorials on interactive and volumetric immersive visualizations. She has served consistently on the program committee in various roles for the IEEE Virtual Reality and 3D User Interfaces Conferences since 2004.
Banić is currently spending the year researching and teaching here at CU-Boulder with ATLAS. She is collaborating on research projects with the ACME Lab, such as the AR Drum Circle. In Fall semester 2021 she taught Introduction to Virtual and Augmented Reality. In Spring 2022, she is teaching Creative Spatial Interfaces and Computer Animation with a focus on storytelling applied to 2D, 3D, and Immersive animations. Banić is truly grateful for this opportunity to work with such creative and inspiring individuals at ATLAS and broadly at CU-Boulder! www.AmyBanic.com
Nathan Holbert, "Making the Future—Constructionist Tools for Critical Reflection and Social Action"
February 17, 2022
Abstract:
The many social crises currently persisting in and across our communities can be directly tied to educational challenges. Whether the disregard for science even in the face of a global public health emergency, the dehumanization of our fellow humans based on skin color or country of birth, or the lack of urgency to heal a dying planet, each issue points to a failure to educate a population in a way that not only promotes new and deeper ways of learning about these problems, but a sense of empowerment and possibility to address them. In my research, I aim to engage learners in future-building: to critically reflect on the state of the world today—its challenges, successes, and failures—and imagine and begin building new systems, technologies, and societies where all people can thrive. In this talk I will show how I go about iteratively creating and studying playful learning technologies, tools, and spaces that enable learners to use their unique perspectives and experiences to address issues of personal and communal importance.
Bio:
Nathan Holbert is an Associate Professor of Communication, Media, and Learning Technologies Design at Teachers College, Columbia University. His work involves the development and study of playful tools, environments, and activities that allow all children to leverage computational power as they build, test, tinker, and make sense of personally meaningful topics, phenomena, or questions. Nathan received his Ph.D. in the Learning Sciences from Northwestern University and is the founder and director of the Snow Day Learning Lab. Nathan’s recent publications include “Afrofuturism as Critical Constructionist Design: Building Futures from the Past and Present” in Learning, Media, and Technology, “The Case for Alternative Endpoints in Computing Education” in the British Journal of Educational Technology, and “Designing Educational Video Games to Be Objects-to-Think-With” in the Journal of the Learning Sciences. Nathan is also co-editor of the volume Designing Constructionist Futures: The Art, Theory, and Practice of Learning Designs published by MIT Press.
Andruid Kerne, "How to Investigate Creativity and Participation"
February 15, 2022
Abstract:
Creativity and participation are vital, ineffable aspects of human experience. Creativity is essential to personal well-being and national innovation. Participation is essential to well-being, learning, and democracy. At the same time, performing scientific investigation of new technologies that support human experiences of creativity and participation is challenging, because they are nonlinear processes, characterized neither by singular correct answers nor by a one and only best practice. This complicates the role of data in establishing evidence and verifying findings. We need to understand what data methodologies enable what types of rigorous investigation of the effects of new technologies on human beings.
We present a series of studies exploring how new technologies impact creativity and participation, using data methodologies as an epistemological lens. The technologies span social media, spatial representations of information collections, algorithm-in-the-loop, embodied interaction, and games. Situated contexts of use span entertainment, crisis response, and education, involving engineering, architecture, and media arts. In formulating an epistemology of data methodologies, we contribute findings of the need for visual and textual qualitative data, in addition to quantitative, for studying the impacts of new technologies on ineffable aspects of human experience.
Bio:
Andruid Kerne is a transdisciplinary human-computer interaction researcher and educator. His Interface Ecology Lab traverses boundaries to investigate possibilities and realities of how new technologies affect creativity, participation and inclusion in human activity. He holds a B.A. in applied mathematics / electronic media from Harvard, an M.A. in music composition from Wesleyan, and a Ph.D. in computer science from NYU. Kerne is a program director in the Information and Intelligent Systems division of the National Science Foundation, where he divides his time across five programs: Human-Centered Computing, Future of Work at the Human-Technology Frontier, Ethical and Responsible Research, and Emerging Technologies for Teaching and Learning programs. He is a Professor of Computer Science and Engineering at Texas A&M University and has published over 100 papers and raised over $3M in research funding. Kerne is a member of the steering committee of ACM Creativity and Cognition.
Matt Carney, "Build Cool Things That Matter"
February 8, 2022
Abstract:
Engineers have magic powers: They can realize things into existence. But what you make matters, or at least it should matter to you, and to the people you build it for. In our ever-changing world, we need to focus our efforts to do good. In this talk, I will take you through some of the work I have been lucky enough to be a part of, from humanoid robots to bionics, pandemic response, and even some subversive art. All of this is to tell a story of how individual contributions are amplified by teams, and how even small teams can do big things.
Bio:
Dr. Matt Carney is a research affiliate at the MIT Media Lab, Co-founder and CEO of Open Standard Industries, interim-CTO at the Aurelia Institute, and an Applied Scientist at Amazon Robotics. In his spare time, he also advises various hardware startups, and students looking for direction. He completed his PhD in 2020 at the MIT Media Lab Biomechatronics Group, where he developed high-performance, lower-extremity, powered prostheses. His technical leadership builds on more than 18 years of fast-paced development split between academics and industry where he has driven advancements in humanoid robotics, prostheses, medical devices, and clean-energy systems. Matt earned a Ph.D. and S.M. at the MIT Media Lab (2020, 2015), and multiple degrees in mechanical engineering from UC Berkeley (MS 2008), and Cal Poly (BS 2004). He has been a named shout-out in two TED talks, his work was shown in a third, and he has been an invited speaker at the Alpbach Forum, TEDx, EmTech France, Solidworks World. He is a named inventor on 5 issued US Patents, 10 academic publications, and has his PhD work displayed on a 2020 US Postage Stamp representing robotics innovation in the US. Matt is also a life-long bicycle commuter, long-distance hiker, and dabbles in creative spaces. Check out more of Matt’s work at matthematic.com or @matt.thematic.
Torin Clark, "Galvanic Vestibular Stimulation is a Novel Approach to Alter Human Perception"
February 1, 2022
Abstract:
Galvanic vestibular stimulation (GVS),applying low levels of current to the mastoids behind the ears, has long been known as an approach to artificially stimulate the vestibular system in the inner ear, which normally senses head orientation and motion. Recently, we have explored several applications of using GVS to modify human perception. First, by applying low levels of white noise, it is possible to produce stochastic resonance (SR) in the vestibular system. SR is a mechanism in which a noisy waveform resonants with a signal (in the vestibular system, physical self-motion) in a non-linear, dynamical system to enhance information through put, and has been observed in several human sensory systems, such as visual and tactile perception. Here, we find the low levels of white electrical noise applied to the mastoids can improve vestibular perceptual thresholds(i.e., how small of a self-motion a person can reliably perceive). The improvement is consistent with the theory of SR in which as more noise is added, thresholds improve as the noise resonants with the signal, but eventually too much noise is added and performance is degraded. More recently, we have explored cross-modal SR, in which white noise is added in one sensory channel (e.g., GVS) and actually improves perception in other sensory channels(e.g., visual, tactile, or auditory perception), potentially through resonance in more centrally located multi-modal neurons.
As an alternative use of GVS, we have applied supra-threshold, non-noisy waveforms to modulate human perception of self-motion. In addition to making a stationary individual feel they are moving, we are exploring whether GVS can be applied concurrently and coherently with self-motion to alter or reduce the sensation of self motion. Reducing the sensation of motion when actual motion is unavoidable (in the backseat of a car, on a boat) can potentially reduce the severity of motion sickness. Finally, we are exploring the potential of using GVS as a novel display modality. In many human operator domains (e.g., aerospace cockpit) the visual and auditory sensory channels are saturated, motivating the use of novel display modalities. GVS is an interesting option to transfer information via the vestibular system, which is sensitive to the magnitude, direction, and characteristics of the waveform. Here, we demonstrate that humans can reliably perceive differences in two cues which differ in waveform frequency, providing a means for information transfer via GVS, which we found is robust to various environmental conditions (walking, standing, moving like in a vehicle, or being in a loud room). Further, by using short "bursts" of moderate frequency (e.g., 50 Hz), we are able to avoid the disorienting sensation of self-motion. These various applications of GVS suggest some potential promise for operational use, though we will also discuss critical limitations.
Bio:
Torin K. Clark, PhD, is an Assistant Professor at the University of Colorado-Boulder in the Smead Aerospace Engineering Sciences department and Biomedical Engineering program. He is a principal investigator in the Bioastronautics Laboratory and a faculty affiliate of BioServe Space Technologies. Prior to joining CU-Boulder in 2015, he was a National Space Biomedical Research Institute post-doctoral fellow at Harvard Medical School and the Massachusetts Eye and Ear Infirmary. He completed his Masters and PhD in the Man-Vehicle Laboratory (now the Human Systems Laboratory) at the Massachusetts Institute of Technology, and his BS in Aerospace Engineering at the University of Colorado. His research is focused on the challenges that human operators face in complex aerospace environments. Specifically, he focuses on astronaut biomedical issues, space human factors, human sensorimotor/vestibular function and adaptation, interaction of human-autonomous and human-robotic systems, trust in autonomous systems, mathematical models of spatial orientation perception, and human-in-the-loop experiments. https://www.colorado.edu/aerospace/torin-clark
Seth Miller, "Is It Possible to Disrupt a Cow?"
January 25, 2022
Abstract:
This talk will, as the title promises, talk a lot about cows. But really the subject is how we can harness the forces of innovation to steer our way out of the climate crisis, using the cattle industry as the example. In the talk I will show why cows - specifically, enteric fermentation - are considered problematic. I will define the term ‘disruption’ so that we all know what the word means, and then I will do a deep dive into whether one technology - "meat alternatives" - can truly be considered disruptive. Finally, I will present a framework to show to rigorously examine any industry for opportunities for technological disruption, and walk through its implications for how we should address the challenge of cows in particular.
Bio:
Dr. Seth Miller is President of Heron Scientific, a boutique consulting company specializing in innovation planning for companies leveraging cutting edge chemistry and materials science. Dr. Miller has worked as a technology leader in an unusually wide ranging number of fields, including serving as founding CEO of ClearMark Systems, a developer of anti-counterfeiting software for DARPA; CSO of Fluonic, a microfluidic flow sensor for medical infusion; and CSO of EverSealed, a developer of vacuum sealed windows. He also served as CTO of Technology Reserve, an IP licensing company, and Managing Director of Xinova, an open innovation platform. Dr Miller is author or co-author on 93 issued US patents, and received a Ph.D. in chemistry from the California Institute of Technology in 1998. https://heronscientific.com/about-1/
Joseph Kerski, "The Science of Where: Mapping Your Pathway Forward with Geotechnologies"
January 18, 2022
Abstract:
All major 21st Century issues are spatial in nature, complex, and cross disciplinary, physical, and political boundaries. These issues, from natural hazards, equity, energy, water, habitat, biodiversity, supply chain, and more, can be understood and solved using modern cloud based geotechnologies. Geotechnologies include geographic information systems (GIS), remote sensing, GPS, and dynamic IoT-fed web maps. Mapping and analysis skills, along with understanding issues of ethics and location privacy, should be on every ATLAS program participant’s toolbelt.
Join geographer and educator Joseph Kerski as we discuss the forces, trends, and skills needed for you to chart your own pathway forward with web mapping tools, spatial data, crowdsourcing field projects, story maps, and other compelling and engaging tools that will empower you to be a change agent in your community and in your world.
Bio:
Joseph Kerski is a geographer with a focus on the use of Geographic Information Systems (GIS) in education. He has served as the President of the National Council for Geographic Education and has given 2 TED Talks on “The Whys of Where”. He holds 3 degrees in geography and has served as geographer in 4 sectors of society, including government (NOAA, US Census Bureau, USGS), academia (Penn State, Sinte Gleska University, University of Denver, others), private industry (as Education Manager for Esri), and nonprofit organizations (with roles in geography and education associations).
Joseph authored over 75 chapters and articles on GIS, education, and related topics, and visits 35 universities annually. He conducts professional development for educators. He has created 5,000 videos, 750 lessons, 1,000 blog essays, and authored 8 books, including Interpreting Our World, Essentials of Environment, Spatial Mathematics, Tribal GIS, International Perspectives on Teaching and Learning, and the GIS Guide to Public Domain Data. But as a lifelong learner, he feels as though he’s just getting started and thus actively seeks mentors, partners, and collaborators. https://www.josephkerski.com
Tim Schoechle, "Climate Change and Energy Transformation"
January 11, 2022
Abstract:
This colloquium deals with the topic of climate change and the issues around the needed transformation of our global energy and electricity economy and technology. The topics addressed include:
1. Energy Transformation and climate change (high-level view of climate and energy)
2. Electricity transition: distributed vs. centralized (mid-level view of electricity)
3. Distributed solar-plus-storage and microgrids: Is it key to resilience; how would it work?
A purpose of this colloquium is to assess the level of interest in further, more “deep-dive” colloquia, workshops, or courses (e.g., ATLS 5440 Design Studio) on this broad, multi- faceted, and rapidly evolving topic—vital to the future of humanity.
Bio:
Dr. Timothy Schoechle is an international consultant in computer and communications engineering and in technical standards development. He presently serves as Secretary of ISO/IEC SC25 Working Group 1, the international standards committee for Home Electronic System and is a technical co-editor of several new international standards related to smart buildings, and he currently participates in a range of national and international standards bodies related to distributed energy and solar-plus-storage technology and policy issues. As an entrepreneur, Dr. Schoechle has engineered the development of electric utility premises gateways and energy management systems for over 25 years and has played a major role in the development of technical standards for smart meters and advanced metering infrastructure (AMI). He is currently an active participant of the GridWise Architecture Council (GWAC) hosted by the Pacific Northwest National Laboratories (PNNL), U.S. Department of Energy, and authored technical papers presented at six consecutive GWAC/Department of Energy-sponsored Grid-Interop technical conferences from 2007 through 2012.
Dr. Schoechle is a former faculty member of the University of Colorado College of Engineering and Applied Science. He was a co-founder of BI Incorporated, presently a $1 billion company in Boulder, Colorado, a pioneer developer of RFID technology. He holds an M.S. in telecommunications engineering (1995) and a Ph.D. in communication policy (2004) from the University of Colorado, Boulder.
Ryo Suzuki "Programmable Reality: Making the World a Dynamic Medium through Visually and Physically Programmable Environments"
March 10, 2022
Abstract:
Today, a computational medium and its representations are trapped as "pictures under glass"---what we can program is only limited with virtual objects on screens, which we cannot touch, manipulate, and interact with, in the same way, we do with real objects in the real world.
My research goal is to change this paradigm to make our whole living environment "a dynamic medium"---instead of confining ourselves to a flat rectangle screen, I envision a future where the world itself is an expressive canvas and dynamic physical medium, as if we are living in a computer, rather than living with it. For example, what if we could draw dynamic sketches that can be embedded and interact with the real physical environment? What if we could "render" an arbitrary physical shape, just like a 3D printer, but in a dynamic manner (i.e., render in seconds rather than hours)? What if our physical environments can transform and reconfigure themselves to provide haptic sensations or support our everyday life?
In this talk, I illustrate this vision of "Programmable Reality", which aims to blend pixels and atoms through both visually and physically programmable environments. By leveraging AR/VR, robotics, and shape-changing technologies, I show how we can transform and augment the world for the future of the dynamic medium. Then, I discuss open research challenges and opportunities to make this vision reality.
Bio:
Ryo Suzuki (http://ryosuzuki.org/) is an Assistant Professor in Computer Science at the University of Calgary, where he directs the Programmable Reality Lab. Prior to joining UCalgary, he graduated from PhD at the University of Colorado Boulder in 2020, where he was advised by Daniel Leithinger and Mark Gross. His research interest lies at the intersection of Human-Computer Interaction (HCI) and robotics. He explores how we can combine AR/VR and robotics technologies to make our environments more dynamic, interactive, and programmable to further blend virtual and physical worlds. In the past 6 years, he has published more than eighteen full-paper publications at top HCI and robotics venues, such as CHI, UIST, IROS, ICRA, and received three awarded papers. He has also served as a program committee member for CHI and UIST among others. Previously he also worked as a research intern at Stanford University, UC Berkeley, the University of Tokyo, Adobe Research, and Microsoft Research.
Dhruv “DJ” Jain "Advancing Sound Accessibility"
March 8, 2022
Abstract:
The world is filled with a rich diversity of sounds ranging from mundane beeps and whirs to critical cues such as fire alarms or spoken content. These sounds can be inaccessible not only to people with auditory-related disabilities such as those who are deaf or hard of hearing (DHH) but also to hearing people in many situations. We all may find conversations difficult to hear in noisy bars, doorbells inaudible over a vacuum cleaner running, or may miss our phone ringing while in the shower.
My work advances sound accessibility by developing interactive systems that leverage state-of-the-art in machine learning, signal processing, and wearable technology to sense and provide sound feedback. To design these systems, I follow an iterative user-centric research process ranging from formative studies to design and evaluation of prototypes in controlled environments, to crucially, deployments of full systems in the field. In this talk, I will discuss my past and ongoing research to advance three areas of sound accessibility: providing awareness about everyday sounds, supporting speech-based conversations, and improving accessibility of sounds in emerging technologies such as AR/VR and smartwatches. I will conclude with outlining my future plans.
Bio:
Dhruv "DJ" Jain is a final year PhD student in Computer Science and Engineering at the University of Washington. His research lies in Human-Computer Interaction (HCI) and focuses on accessibility. He has published over 20 papers in top HCI and accessible computing venues such as CHI, UIST, and ASSETS; seven have been honored with best paper and honorable mention awards. DJ's work has also been covered by the media (e.g., by CNN, New Scientist, and Forbes), is included in teaching curricula, and has been publicly launched (e.g., one system has over 75,000 users). During his graduate studies, he has worked at Microsoft Research, Google, and Apple on research addressing accessibility challenges on future commodity devices. DJ's work is supported by a Microsoft Research Dissertation Grant and a Google CMD-IT LEAP Alliance Fellowship. See more at: https://homes.cs.washington.edu/~djain/.
Chinmay Kulkarni, "Designing Computational Systems for Learning and Inclusion in a Future of Work"
March 4, 2022
Abstract:
Enabled by the internet, and accelerated by the pandemic, the future of work is already here. Today, we collaborate with distant colleagues we have never met in person, and employers rely on online labor platforms to find freelancers around the world. At the same time, computational work environments largely lack informal social interactions. Consequently, workers struggle to build rapport with colleagues, collaboration networks are siloed, and employers struggle to even evaluate potential workers. Based on my research that has resulted in tools that have helped millions of learners in massive online classes (MOOCs), I argue for a new approach to build computational work environments. Specifically, I show that combining findings from behavioral sciences with computational techniques can create social interactions that scaffold learning and weave these interactions into the fabric of work. In this talk, I demonstrate this approach with systems that help people learn ambiguous skills, foster an environment that welcomes diverse viewpoints to help teams make better decisions, and allow a more inclusive range of employers to benefit from this future of work. Together, these systems point to a future where computing can create work environments that support learning and inclusion better than traditional work possibly could.
Bio:
Chinmay Kulkarni is an Associate Professor in Human-Computer Interaction at Carnegie Mellon University, whose research introduces technology for scaling education and online work. His lab has created systems that scale feedback and assessment to thousands of learners in massive online classes, systems that extend peer feedback to work contexts where competition may prevent honest feedback, and systems for learning how to adapt to new forms of work. More than 50,000 learners have directly benefited from these systems, and companies as varied as Coursera, Mozilla, and Instagram have adopted the related research findings, benefiting millions more. His lab is also developing community-based design approaches that can also yield scalable socio-technical solutions while still resisting the impulse to position certain community needs as edge cases. This research is currently supported by the NSF, the US Department of Education, and the Office of Naval Research. Past research sponsors include Mozilla and Instagram. Before coming to Carnegie Mellon, he earned a PhD from Stanford's Computer Science Department.
Cynthia Bennett, "Toward an Ethics of AI Accessibility"
March 3, 2022
Abstract:
Inaccessible information has wide-ranging consequences. These span people with disabilities being unable to read COVID-19 infographics to them being excluded from digital networks like social media and remote meetings which frequently and rapidly transmit highly visual information. One approach to increasing nonvisual access to information for people who are blind and low vision is artificial intelligence (AI), which promises automation and scalability, thereby decreasing the resources required to produce accessible information. However, research and media reports continue to illuminate AI-bias and malicious applications. As these harms tend to impact people who already experience marginalization, the ethics of applying AI to solve perennial accessibility challenges is complicated.
In this talk I will argue that frameworks from disability activism, like one that I developed for accessibility contexts called interdependence, are useful for understanding the experiences of people with disabilities and are also generative for considering ample factors while designing ethical and accessible information communication. To make this argument, I will overview a project concerning one facet of information accessibility—representation of people in human and AI-generated alternative (alt) text descriptions. I will share findings from interviews I conducted with blind people who rely on alt text to understand visual information and who also identified as a minoritized race or gender shown to be disproportionately misrepresented by AI-powered human recognition systems, similar to those which may be leveraged to automatically generate alt text. Their experiences and perspectives lent to alt text design considerations. I will conclude with my future program on developing a wider ethics of AI accessibility.
Bio:
Cynthia Bennett is a Postdoctoral Fellow at Carnegie Mellon University’s Human-Computer Interaction Institute and a Researcher in Apple’s AI and Machine Learning organization. Her HCI research concerns the intersection of power, disability, design, and accessibility. Bennett is regularly invited to speak about her research; recent hosts include The Radical AI podcast and Apple’s Worldwide Developers Conference. She has received funding from the National Science Foundation, Microsoft Research, and University of Washington’s Human Centered Design and Engineering department, where she completed her Ph.D. She has published in top-tier HCI venues, and seven of these papers have received awards.
Jennifer Jacobs, "Expressive Computation: Integrating Programming and Physical Making"
March 1, 2022
Abstract:
Creators in many different fields use their hands. Artists and craftspeople manipulate physical materials, manufacturers manually control machine tools, and designers sketch ideas. Computers are increasingly displacing many manual practices in favor of procedural description and automated production. Despite this trend, computational and manual forms of creation are not mutually exclusive. In this talk, I argue that by developing methods to integrate computational and physical making, we can dramatically expand the expressive potential of computers and broaden participation in computational production. To support this argument, I will present research across three categories: 1) Integrating physical and manual creation with computer programming through domain-specific programming environments. 2) Broadening professional computational making through computational fabrication technologies. 3) Broadening entry points into computer science learning by blending programming with art, craft, and design. Collectively, my research demonstrates how developing computational workflows, representations, and interfaces for manual and physical making can enable manual creators to leverage existing knowledge and skills. Furthermore, I’ll discuss how collaborating with practitioners from art, craft, and manufacturing science can diversify approaches to knowledge production in systems engineering and open new research opportunities in computer science.
Bio:
Jennifer Jacobs is Assistant Professor at the University of California Santa Barbara in Media Arts and Technology and Computer Science (by courtesy). At UCSB, she directs the Expressive Computation Lab, which investigates ways to support expressive computer-aided design, art, craft, and manufacturing by developing new computational tools, abstractions, and systems that integrate emerging forms of computational creation and digital fabrication with traditional materials, manual control, and non-linear design practices. Prior to joining UCSB, Jennifer received her Ph.D. from the Massachusetts Institute of Technology and was a Postdoctoral Fellow at the Brown Institute of Media Innovation within the Department of Computer Science at Stanford University. She also received an M.F.A. and B.F.A from Hunter College and the University of Oregon respectively. Her research has been presented at leading human-computer interaction research venues and journals including UIST, DIS, SIGGRAPH, and, most prominently, at the flagship ACM Conference on Human Factors in Computing Systems (CHI), where she received two best paper awards and one best paper honorable mention award in the past four years. As primary investigator, she has received two research grants in 2020 and 2021 from the National Science Foundation Division of Information and Intelligent Systems in computational fabrication for manufacturing and commercial craft. Personal Website: https://jenniferjacobs.mat.ucsb.edu/. ; Lab Website: https://ecl.mat.ucsb.edu/
Katherine Jinkins, "Toward On-Body Health Monitoring and Highly Personalized Medicine"
February 25, 2022
Abstract:
Wearable or implantable biodevices enable continuous health monitoring and diagnosis of diseases or conditions in a fast, cost-effective, and accurate manner. These devices also allow the delivery of therapeutics, and subsequently create a new on-body realm of highly personalized medical treatment that can adapt to the dynamic nature of physiological processes. However, simultaneous control over the materials, electronics, and interface with the body, which is required for safe and conformal devices, has been difficult to achieve. In my research, I work at the intersections of materials design, bio-inspired engineering, nanomaterials assembly, and microelectronics to overcome this challenge.
In this talk, I will first outline a materials and device strategy for developing thermally switchable adhesives that interface wearable devices with the body. Implementing wireless control to modulate the adhesion strength of novel stimuli-responsive adhesives from a strong to a weak state eliminates the risk of damage to skin during removal, improving patient safety. Second, I will discuss a technique in which newly discovered liquid crystal phenomena are harnessed to assemble semiconducting carbon nanotubes into densely packed, highly aligned arrays, enabling nanotube field-effect transistors with unprecedented uniformity and performance across the wafer scale. These nanotube arrays enable high-performance logic and RF devices and promise to lead to next-generation flexible and wearable electronics. Finally, I will conclude by discussing new possibilities to develop future materials and electronics systems with programmable and stimuli-responsive functionalities for implants and drug delivery, as well as routes to exploit nanomaterials assembly for novel wearable and flexible devices, such as sweat microfluidics and biosensors.
Bio:
Dr. Katherine R. Jinkins is a postdoctoral fellow at Northwestern University, where she works with Prof. John A. Rogers in the Querrey Simpson Institute for Bioelectronics. She received her Ph.D. in Materials Science in 2020 from the University of Wisconsin-Madison, where she was advised by Prof. Michael S. Arnold. She has received funding through the National Science Foundation Graduate Research Fellowship, the University of Wisconsin-Madison Distinguished Graduate Research Fellowship, and a Querrey Simpson Institute for Bioelectronics research grant to support her research.
Grace Leslie, "Brain-Body Music Interfaces for Creativity, Education, and Well-Being"
February 24, 2022
Abstract:
Music is an important and universal means of communication. The feelings of connection and well-being that music creates are supported by a process in the brain and body called entrainment, in which our natural rhythms (speaking, walking, heartbeats, breathing, and even brain waves) synchronize with the rhythms we hear. The research activities I supervise at the Brain Music Lab at Georgia Tech expand on this powerful process by building software and hardware that translates brain and body rhythms into music and sound. I will review several music technologies that invite beneficial brain and body rhythms within and between listeners, and I will introduce the musical performance and composition practice I’ve developed in concert with these technologies. For researchers, doctors, and caretakers, this work has the potential to expand our scientific understanding of music’s beneficial effects on the brain and body, and may lead to new music-based interventions for adults, children, and infants.
Bio:
Grace Leslie is a flutist, electronic musician, and scientist. She develops brain-music interfaces and other physiological sensor systems that reveal aspects of her internal cognitive and affective state, those left unexpressed by sound or gesture, to an audience. Dr. Leslie is an Assistant Professor in the School of Music at Georgia Tech, where she directs the Brain Music Lab at the Center for Music Technology. Her research uses scientific analysis of EEG, ECoG, and physiological data to understand affective responses to music engagement. Additionally, she uses these experimental methods to engineer new musical interventions for health and well-being, including the development of musical brain-computer interfaces. Dr. Leslie was recently a fellow at the Neukom Institute for Interdisciplinary Computation at Dartmouth University, and a postdoctoral fellow in Rosalind Picard’s Affective Computing Group at the MIT Media Lab. She completed her PhD in Music and Cognitive Science at the University of California, San Diego, performing research with Scott Makeig at the Swartz Center for Computational Neuroscience.
Amy Banić, "Interactive Realities and Creative Spatial Interfaces"
February 22, 2022
Abstract:
Extended Reality (XR), consisting of Virtual, Augmented, and Mixed Reality (VR/AR/MR) is a rapidly emerging and continuously changing field. Many researchers have shown benefits in using these types of immersive systems for spatial learning, physical and social training for high risk situations, virtual-to-real world knowledge transfer, creative expression, therapy for physical and mental health, aging populations, historic preservation, entertainment, fostering empathy, reducing implicit bias, entertainment, film, scientific analysis and discovery, and more. Typically, a head-mounted display and two joysticks might be used for these applications. This canned set is quickly becoming the commercial standard for virtual reality display kits that typically include a stereoscopic display that fosters visual immersion, stereo sound that fosters auditory immersion, as well as tracking and game-based input controllers that fosters spatial interaction. While this is a great advancement for closing the gap in widespread usage, a one-size-fits-all approach may limit the potential of immersive systems and user experiences.
So much of understanding human perception, movement, abilities, and limitations coupled with the design of the visual and illusionary cues, input devices, interaction techniques, registration, tracking, and output to our sensory channels influence how we, as humans, use, explore, and engage with immersive systems. My passion is to explore creative technologies for 3D User Interfaces/Interaction (3D UI) with Immersive Systems to understand how we interact better, are more engaged, or in more interesting ways with these systems to further improve learning, health, creativity, and workflow. This talk will present past and present research which I have supervised or collaborated on in the context of three areas fueling this passion: (1) understanding human abilities and designing techniques to positively influence human movement and interaction, (2) creative technologies for spatial interfaces, and (3) creative modalities for expression. As this talk develops, challenges and future research potentials will be discussed. The goal of this talk is to provide samples of research, yet leave the audience with more questions than answers, to inspire ideas, and to foster potential collaborations with students and faculty.
Bio:
Amy Banić is a Visiting Associate Professor at the ATLAS Institute this year. She is an Associate Professor in Computer Science at the University of Wyoming (UWyo) in Laramie, WY. Her research focuses on the design of 3D User Interfaces and Devices for Virtual / Augmented / Mixed Reality (XR) Environments, Immersive Visualizations, and Virtual Humans. Banić’s educational background is rooted in the intersection of design, computer graphics, and human-centered computing. Banic has a B.S. in Computer Science and B.A. in Studio & Digital Arts from Duquesne University in Pittsburgh, PA. She earned her M.S. and Ph.D. with the mentorship of IEEE Virtual Reality Career awardee Larry Hodges at the University of North Carolina at Charlotte by 2008. She furthered her career development as a Post-Doctoral Fellow at Clemson University, where she helped initiate the Virtual Environments Research Group in the School of Computing and Digital Production Arts Program. She joined the University of Wyoming in 2010 and has been developing her career there ever since.
At UWyo, she is the Director of the Interactive Realities Research laboratory, Co-Director of the new Center for Design Thinking at UWyo, faculty mentor of the UWyo InnoVRtors and Equality for Computing student groups, and holds a joint appointment at the Advanced Visualization Lab in CAES at the Idaho National Laboratory. Banić enjoyed speaking as a keynote for the Workshop on Novel Input Devices and Interaction Techniques (NIDIT) in 2021. She served as general chair for the 3rd ACM Symposium on Spatial User Interaction in 2015 and general co-chair for the Rocky Mountain Celebration of Wyoming in Computing Conference in 2013. She organized multiple workshops and tutorials on interactive and volumetric immersive visualizations. She has served consistently on the program committee in various roles for the IEEE Virtual Reality and 3D User Interfaces Conferences since 2004.
Banić is currently spending the year researching and teaching here at CU-Boulder with ATLAS. She is collaborating on research projects with the ACME Lab, such as the AR Drum Circle. In Fall semester 2021 she taught Introduction to Virtual and Augmented Reality. In Spring 2022, she is teaching Creative Spatial Interfaces and Computer Animation with a focus on storytelling applied to 2D, 3D, and Immersive animations. Banić is truly grateful for this opportunity to work with such creative and inspiring individuals at ATLAS and broadly at CU-Boulder! www.AmyBanic.com
Nathan Holbert, "Making the Future—Constructionist Tools for Critical Reflection and Social Action"
February 17, 2022
Abstract:
The many social crises currently persisting in and across our communities can be directly tied to educational challenges. Whether the disregard for science even in the face of a global public health emergency, the dehumanization of our fellow humans based on skin color or country of birth, or the lack of urgency to heal a dying planet, each issue points to a failure to educate a population in a way that not only promotes new and deeper ways of learning about these problems, but a sense of empowerment and possibility to address them. In my research, I aim to engage learners in future-building: to critically reflect on the state of the world today—its challenges, successes, and failures—and imagine and begin building new systems, technologies, and societies where all people can thrive. In this talk I will show how I go about iteratively creating and studying playful learning technologies, tools, and spaces that enable learners to use their unique perspectives and experiences to address issues of personal and communal importance.
Bio:
Nathan Holbert is an Associate Professor of Communication, Media, and Learning Technologies Design at Teachers College, Columbia University. His work involves the development and study of playful tools, environments, and activities that allow all children to leverage computational power as they build, test, tinker, and make sense of personally meaningful topics, phenomena, or questions. Nathan received his Ph.D. in the Learning Sciences from Northwestern University and is the founder and director of the Snow Day Learning Lab. Nathan’s recent publications include “Afrofuturism as Critical Constructionist Design: Building Futures from the Past and Present” in Learning, Media, and Technology, “The Case for Alternative Endpoints in Computing Education” in the British Journal of Educational Technology, and “Designing Educational Video Games to Be Objects-to-Think-With” in the Journal of the Learning Sciences. Nathan is also co-editor of the volume Designing Constructionist Futures: The Art, Theory, and Practice of Learning Designs published by MIT Press.
Andruid Kerne, "How to Investigate Creativity and Participation"
February 15, 2022
Abstract:
Creativity and participation are vital, ineffable aspects of human experience. Creativity is essential to personal well-being and national innovation. Participation is essential to well-being, learning, and democracy. At the same time, performing scientific investigation of new technologies that support human experiences of creativity and participation is challenging, because they are nonlinear processes, characterized neither by singular correct answers nor by a one and only best practice. This complicates the role of data in establishing evidence and verifying findings. We need to understand what data methodologies enable what types of rigorous investigation of the effects of new technologies on human beings.
We present a series of studies exploring how new technologies impact creativity and participation, using data methodologies as an epistemological lens. The technologies span social media, spatial representations of information collections, algorithm-in-the-loop, embodied interaction, and games. Situated contexts of use span entertainment, crisis response, and education, involving engineering, architecture, and media arts. In formulating an epistemology of data methodologies, we contribute findings of the need for visual and textual qualitative data, in addition to quantitative, for studying the impacts of new technologies on ineffable aspects of human experience.
Bio:
Andruid Kerne is a transdisciplinary human-computer interaction researcher and educator. His Interface Ecology Lab traverses boundaries to investigate possibilities and realities of how new technologies affect creativity, participation and inclusion in human activity. He holds a B.A. in applied mathematics / electronic media from Harvard, an M.A. in music composition from Wesleyan, and a Ph.D. in computer science from NYU. Kerne is a program director in the Information and Intelligent Systems division of the National Science Foundation, where he divides his time across five programs: Human-Centered Computing, Future of Work at the Human-Technology Frontier, Ethical and Responsible Research, and Emerging Technologies for Teaching and Learning programs. He is a Professor of Computer Science and Engineering at Texas A&M University and has published over 100 papers and raised over $3M in research funding. Kerne is a member of the steering committee of ACM Creativity and Cognition.
Matt Carney, "Build Cool Things That Matter"
February 8, 2022
Abstract:
Engineers have magic powers: They can realize things into existence. But what you make matters, or at least it should matter to you, and to the people you build it for. In our ever-changing world, we need to focus our efforts to do good. In this talk, I will take you through some of the work I have been lucky enough to be a part of, from humanoid robots to bionics, pandemic response, and even some subversive art. All of this is to tell a story of how individual contributions are amplified by teams, and how even small teams can do big things.
Bio:
Dr. Matt Carney is a research affiliate at the MIT Media Lab, Co-founder and CEO of Open Standard Industries, interim-CTO at the Aurelia Institute, and an Applied Scientist at Amazon Robotics. In his spare time, he also advises various hardware startups, and students looking for direction. He completed his PhD in 2020 at the MIT Media Lab Biomechatronics Group, where he developed high-performance, lower-extremity, powered prostheses. His technical leadership builds on more than 18 years of fast-paced development split between academics and industry where he has driven advancements in humanoid robotics, prostheses, medical devices, and clean-energy systems. Matt earned a Ph.D. and S.M. at the MIT Media Lab (2020, 2015), and multiple degrees in mechanical engineering from UC Berkeley (MS 2008), and Cal Poly (BS 2004). He has been a named shout-out in two TED talks, his work was shown in a third, and he has been an invited speaker at the Alpbach Forum, TEDx, EmTech France, Solidworks World. He is a named inventor on 5 issued US Patents, 10 academic publications, and has his PhD work displayed on a 2020 US Postage Stamp representing robotics innovation in the US. Matt is also a life-long bicycle commuter, long-distance hiker, and dabbles in creative spaces. Check out more of Matt’s work at matthematic.com or @matt.thematic.
Torin Clark, "Galvanic Vestibular Stimulation is a Novel Approach to Alter Human Perception"
February 1, 2022
Abstract:
Galvanic vestibular stimulation (GVS),applying low levels of current to the mastoids behind the ears, has long been known as an approach to artificially stimulate the vestibular system in the inner ear, which normally senses head orientation and motion. Recently, we have explored several applications of using GVS to modify human perception. First, by applying low levels of white noise, it is possible to produce stochastic resonance (SR) in the vestibular system. SR is a mechanism in which a noisy waveform resonants with a signal (in the vestibular system, physical self-motion) in a non-linear, dynamical system to enhance information through put, and has been observed in several human sensory systems, such as visual and tactile perception. Here, we find the low levels of white electrical noise applied to the mastoids can improve vestibular perceptual thresholds(i.e., how small of a self-motion a person can reliably perceive). The improvement is consistent with the theory of SR in which as more noise is added, thresholds improve as the noise resonants with the signal, but eventually too much noise is added and performance is degraded. More recently, we have explored cross-modal SR, in which white noise is added in one sensory channel (e.g., GVS) and actually improves perception in other sensory channels(e.g., visual, tactile, or auditory perception), potentially through resonance in more centrally located multi-modal neurons.
As an alternative use of GVS, we have applied supra-threshold, non-noisy waveforms to modulate human perception of self-motion. In addition to making a stationary individual feel they are moving, we are exploring whether GVS can be applied concurrently and coherently with self-motion to alter or reduce the sensation of self motion. Reducing the sensation of motion when actual motion is unavoidable (in the backseat of a car, on a boat) can potentially reduce the severity of motion sickness. Finally, we are exploring the potential of using GVS as a novel display modality. In many human operator domains (e.g., aerospace cockpit) the visual and auditory sensory channels are saturated, motivating the use of novel display modalities. GVS is an interesting option to transfer information via the vestibular system, which is sensitive to the magnitude, direction, and characteristics of the waveform. Here, we demonstrate that humans can reliably perceive differences in two cues which differ in waveform frequency, providing a means for information transfer via GVS, which we found is robust to various environmental conditions (walking, standing, moving like in a vehicle, or being in a loud room). Further, by using short "bursts" of moderate frequency (e.g., 50 Hz), we are able to avoid the disorienting sensation of self-motion. These various applications of GVS suggest some potential promise for operational use, though we will also discuss critical limitations.
Bio:
Torin K. Clark, PhD, is an Assistant Professor at the University of Colorado-Boulder in the Smead Aerospace Engineering Sciences department and Biomedical Engineering program. He is a principal investigator in the Bioastronautics Laboratory and a faculty affiliate of BioServe Space Technologies. Prior to joining CU-Boulder in 2015, he was a National Space Biomedical Research Institute post-doctoral fellow at Harvard Medical School and the Massachusetts Eye and Ear Infirmary. He completed his Masters and PhD in the Man-Vehicle Laboratory (now the Human Systems Laboratory) at the Massachusetts Institute of Technology, and his BS in Aerospace Engineering at the University of Colorado. His research is focused on the challenges that human operators face in complex aerospace environments. Specifically, he focuses on astronaut biomedical issues, space human factors, human sensorimotor/vestibular function and adaptation, interaction of human-autonomous and human-robotic systems, trust in autonomous systems, mathematical models of spatial orientation perception, and human-in-the-loop experiments. https://www.colorado.edu/aerospace/torin-clark
Seth Miller, "Is It Possible to Disrupt a Cow?"
January 25, 2022
Abstract:
This talk will, as the title promises, talk a lot about cows. But really the subject is how we can harness the forces of innovation to steer our way out of the climate crisis, using the cattle industry as the example. In the talk I will show why cows - specifically, enteric fermentation - are considered problematic. I will define the term ‘disruption’ so that we all know what the word means, and then I will do a deep dive into whether one technology - "meat alternatives" - can truly be considered disruptive. Finally, I will present a framework to show to rigorously examine any industry for opportunities for technological disruption, and walk through its implications for how we should address the challenge of cows in particular.
Bio:
Dr. Seth Miller is President of Heron Scientific, a boutique consulting company specializing in innovation planning for companies leveraging cutting edge chemistry and materials science. Dr. Miller has worked as a technology leader in an unusually wide ranging number of fields, including serving as founding CEO of ClearMark Systems, a developer of anti-counterfeiting software for DARPA; CSO of Fluonic, a microfluidic flow sensor for medical infusion; and CSO of EverSealed, a developer of vacuum sealed windows. He also served as CTO of Technology Reserve, an IP licensing company, and Managing Director of Xinova, an open innovation platform. Dr Miller is author or co-author on 93 issued US patents, and received a Ph.D. in chemistry from the California Institute of Technology in 1998. https://heronscientific.com/about-1/
Joseph Kerski, "The Science of Where: Mapping Your Pathway Forward with Geotechnologies"
January 18, 2022
Abstract:
All major 21st Century issues are spatial in nature, complex, and cross disciplinary, physical, and political boundaries. These issues, from natural hazards, equity, energy, water, habitat, biodiversity, supply chain, and more, can be understood and solved using modern cloud based geotechnologies. Geotechnologies include geographic information systems (GIS), remote sensing, GPS, and dynamic IoT-fed web maps. Mapping and analysis skills, along with understanding issues of ethics and location privacy, should be on every ATLAS program participant’s toolbelt.
Join geographer and educator Joseph Kerski as we discuss the forces, trends, and skills needed for you to chart your own pathway forward with web mapping tools, spatial data, crowdsourcing field projects, story maps, and other compelling and engaging tools that will empower you to be a change agent in your community and in your world.
Bio:
Joseph Kerski is a geographer with a focus on the use of Geographic Information Systems (GIS) in education. He has served as the President of the National Council for Geographic Education and has given 2 TED Talks on “The Whys of Where”. He holds 3 degrees in geography and has served as geographer in 4 sectors of society, including government (NOAA, US Census Bureau, USGS), academia (Penn State, Sinte Gleska University, University of Denver, others), private industry (as Education Manager for Esri), and nonprofit organizations (with roles in geography and education associations).
Joseph authored over 75 chapters and articles on GIS, education, and related topics, and visits 35 universities annually. He conducts professional development for educators. He has created 5,000 videos, 750 lessons, 1,000 blog essays, and authored 8 books, including Interpreting Our World, Essentials of Environment, Spatial Mathematics, Tribal GIS, International Perspectives on Teaching and Learning, and the GIS Guide to Public Domain Data. But as a lifelong learner, he feels as though he’s just getting started and thus actively seeks mentors, partners, and collaborators. https://www.josephkerski.com
Tim Schoechle, "Climate Change and Energy Transformation"
January 11, 2022
Abstract:
This colloquium deals with the topic of climate change and the issues around the needed transformation of our global energy and electricity economy and technology. The topics addressed include:
1. Energy Transformation and climate change (high-level view of climate and energy)
2. Electricity transition: distributed vs. centralized (mid-level view of electricity)
3. Distributed solar-plus-storage and microgrids: Is it key to resilience; how would it work?
A purpose of this colloquium is to assess the level of interest in further, more “deep-dive” colloquia, workshops, or courses (e.g., ATLS 5440 Design Studio) on this broad, multi- faceted, and rapidly evolving topic—vital to the future of humanity.
Bio:
Dr. Timothy Schoechle is an international consultant in computer and communications engineering and in technical standards development. He presently serves as Secretary of ISO/IEC SC25 Working Group 1, the international standards committee for Home Electronic System and is a technical co-editor of several new international standards related to smart buildings, and he currently participates in a range of national and international standards bodies related to distributed energy and solar-plus-storage technology and policy issues. As an entrepreneur, Dr. Schoechle has engineered the development of electric utility premises gateways and energy management systems for over 25 years and has played a major role in the development of technical standards for smart meters and advanced metering infrastructure (AMI). He is currently an active participant of the GridWise Architecture Council (GWAC) hosted by the Pacific Northwest National Laboratories (PNNL), U.S. Department of Energy, and authored technical papers presented at six consecutive GWAC/Department of Energy-sponsored Grid-Interop technical conferences from 2007 through 2012.
Dr. Schoechle is a former faculty member of the University of Colorado College of Engineering and Applied Science. He was a co-founder of BI Incorporated, presently a $1 billion company in Boulder, Colorado, a pioneer developer of RFID technology. He holds an M.S. in telecommunications engineering (1995) and a Ph.D. in communication policy (2004) from the University of Colorado, Boulder.
Dan Aukes on Designing More Affordable Dynamic Robots
December 7, 2021
While generalist robots continue to demonstrate a wide range of impressive feats, these systems are ultimately limited by the cost of development, which constrains their usefulness to highly structured environments and low-risk tasks. The long-term promise of robotics, by contrast, supports people by completing repetitive, dangerous, or dirty tasks that can risk the health and safety of humans. In order to realize this vision, the workflows used to develop robotic technology to solve such problems needs to better support affordable materials, accessible design methodologies, and fabrication approaches that scale. This talk discusses the innovations required for such a transformation, and a number of research initiatives currently underway to solve them.
Daniel M. Aukes is an Assistant Professor at Arizona State University, and is the Principal Investigator of the IDEAlab. His research investigates the nexus of design, manufacturing, and data-driven decision-making towards the development of robots that can operate in niche environments, with a focus on affordability and accessibility. He is a former Technology Development Fellow at the Wyss Institute at Harvard University and completed post-doctoral research in the Harvard MicroRobotics Lab with Rob Wood, developing manufacturing planning software for origami-inspired robots. Dr. Aukes received his PhD and Masters degrees in Mechanical Engineering from Stanford University, studying the design of underactuated robotics hands under Mark Cutkosky. He received his BS in Mechanical Engineering from Northwestern University. Dr. Aukes’s industry experiences have focused on manufacturing automation across a wide range of industries including automotive, pharmaceutical, and food-processing. https://idealab.asu.edu/people/dan-aukes/
Aubrey Shick on Developing a Digital Health product? Intro to Digital Health, Software as a Medical Device (SaMD) & FDA Digital Health Center of Excellence
November 16, 2021
Are you developing or thinking about developing products to improve health or wellness?
Your product may be subject to oversight by the U.S. Food and Drug Administration (FDA). The Digital Health Center of Excellence is here to help you interpret and navigate regulatory policies. We’re committed to empowering innovators like you and helping patients gain access to high-quality digital health innovation. In this talk we will define software as a medical device (SaMD) and how the FDA interprets different emerging digital health technologies from a regulatory perspective. We will also discuss the FDA Digital Health Center of Excellence and useful resources available to you as a researcher or developer.
Aubrey Shick is a Digital Health Specialist in the FDA’s Center for Devices and Radiological Health (CDRH), Office of Strategic Partnerships and Technology Innovation (OST), Division of Digital Health (DDH). Before joining the DDH in 2021, Aubrey worked in industry leading product strategy, software user experience (UX) architecture, and validation programs for multiple Wellness and Digital Health startups, Intel’s New Devices Group, and Medtronic. Aubrey’s product experience encompasses artificial intelligence (AI), virtual and augmented reality (VR/AR), wearable computing, embedded computing (IoT), and surgical robotics.
Chris Heckman on Failure is Not an Option: CU Boulder's Technique at the DARPA Subterranean Challenge, Lessons Learned, and Next Steps
November 2, 2021
Is robotics a modern-day snake oil? In this talk, Heckman focuses on his recent investigation into where the limits of autonomy are for the highly sought-after application to subterranean emergency response operations. This application was motivated by the DARPA Subterranean Challenge, which just last month concluded with the CU Boulder team "MARBLE" taking third place and winning a $500,000 prize. In this talk, Heckman will give an overview into the genesis of our solution over three years of effort, especially with respect to mobility, autonomy, perception, and communications. He'll also discuss the implications for present-day robotic autonomy and where we go from here.
Chris Heckman is an Assistant Professor in the Department of Computer Science at the University of Colorado at Boulder and the Jacques I. Pankove Faculty Fellow in the College of Engineering & Applied Science. He earned his BS in Mechanical Engineering from UC Berkeley in 2008 and his PhD in Theoretical and Applied Mechanics from Cornell University in 2012, where he was an NSF Graduate Research Fellow. He had postdoctoral appointments at the Naval Research Laboratory in Washington, DC as an NRC Research Associate, and at CU Boulder as a Research Scientist, before joining the faculty there in 2016.
Lei Yuan on We Are What We Attend To: Attention-Driven Learning and Implications for Design
October 26, 2021
Learning starts with attention to the right input. But, 1) what is the right input, 2) how to get learner’s attention to it, 3) how to sustain their attention long enough for them to learn? In this talk, Yuan answers these questions in the context of toddlers’ development of sustained attention during toy-play, and preschoolers’ development of externally- and internally-guided attention during the learning of symbol systems (e.g., maps, graphs, multi-digit numbers).
Dr. Lei Yuan is an Assistant Professor in Psychology & Neuroscience at CU Boulder. She received her Ph.D. in Cognitive Psychology at Northwestern University in 2016, followed by an NIH NSRA funded Postdoctoral fellowship at Indiana University. She joined CU Boulder in the Fall of 2020. She is the director of the DEL (Development, Education, and Learning) lab. Her research examines the structure of input data in children's early learning environment, the processes and mechanisms through which children learn from this data, and how this learning creates hidden deficits or competencies for later school learning. To answer these questions, her lab combines large-scale cross-sectional and longitudinal studies, training experiments, computational modeling, high-density behavioral data collection (e.g., eye tracking), and translational research in schools.
Tom Williams on Secret Agents
October 19, 2021
Robots are Secret Agents. While computer scientists and roboticists may not view their robots as being fully autonomous, interactive and adaptive, everyday users perceive them as such. This creates a whole host of user expectations that may be hard to live up to—and that may cause problems when violated. This talk explains how robot design choices impact how people perceive robots and expect them to behave.
Tom Williams is an Assistant Professor of Computer Science at the Colorado School of Mines, where he directs the Mines Interactive Robotics Research Lab (MIRRORLab). Prior to joining Mines, Tom earned a joint PhD in Computer Science and Cognitive Science from Tufts University in 2017. Tom’s research focuses on enabling and understanding natural language based human-robot interaction that is sensitive to environmental, cognitive, social, and moral context. His work is funded by grants from NSF, ONR, and ARL, as well as by Early Career awards from NSF, NASA, and AFOSR.
Ken Krechmer on Standards and Innovations
October 12, 2021
The technical history of the world. The waves of civilization from barter, agriculture, development, manufacturing, communications and programming are correlated to the successions of technical references/standards that are developed—symbols, measurement, design, similarity, compatibility, and adaptability. Each new succession is a paradigm change, enabling increased value creation and creating new means of control. Standards successions follow an evolutionary model, identifying how market control occurs and where new value is created. By extension this evolutionary model also suggests emerging markets and new ways to create value.
Ken Krechmer started his technical career working as an engineer for several electronics companies in the 1960s and 1970s. He was Program Chair of the Standards and Innovation in Information Technology (SIIT) conference in 2001 (Boulder, CO), 2003 (Delft, Netherlands) and 2007 (Calgary, Canada); and was a co- Program Chair of SIIT 2009 (Tokyo, Japan) and SIIT 2011 (Berlin, Germany). He was Conference Chair of SIIT 2115 (Sunnyvale, CA, USA). He is a Senior Member of the IEEE, as well as a scholar in residence in the College of Engineering and Applied Science at the University of Colorado Boulder.
Thea Nalls on A Rosy Retrospection: The Psychological Importance of Nostalgia and Its Influence on Product Creation and Design Processes
October 5, 2021
Objects communicate more than just their utility. Designers and consumers may not realize nor recognize the manifestation of past and shared experiences in objects. Through memory-reward co-activation, our brains assign joy, positivity, appreciation, and clarity with objects that evoke nostalgia. From consumer goods to digital media, how can we begin to understand nostalgic cues and their influence on design decisions? We often teach design as ‘form follows function' and incorporate ‘emotional design’ without fully understanding the weight of nostalgia when it comes to new object adoption. Let’s explore the personal and cultural connection between nostalgia and product.
Thea Nalls is a cross-disciplinary designer and educator, combining engineering, biosciences, and image design when creating products and media. She designs content and visual narratives for her clients using a unique, “soft” methodology, pulling inspiration from psychological motivations in combination with macro-emotional trends. Thea holds a BSc in Aerospace Engineering from Embry-Riddle Aeronautical University and an MSc in Applied Physiology and Kinesiology from the University of Florida. While living abroad, she earned an International Fashion Design Postgraduate Degree in Image Design from Institut Français de la Mode. She is currently teaching Product Design at the Program in Environmental Design at CU Boulder.
Sherry Jones on Video Games as Philosophical Thought Experiments
September 28, 2021
In moral philosophy, the concept of cultural relativism poses ethical challenges by proposing that morality is dependent on culture, and thus, any critique of a culture's morality is impossible. In game design, a game can be defined as a system of affordances and constraints for framing space for play. Game constraints can represent the cultural conditions that limit a society’s range of possible moral responses. We can consider games as thought experiments that express cultural values. Through game playing, we can learn to identify the conditions that limit the game’s ethics, thereby re-consider real-world ethics.
Sherry Jones is a philosophy and game studies subject matter expert at Rocky Mountain College of Art and Design, where she develops courses on the philosophy and psychology of game design. She serves as a steering committee member for the International Game Developers Association (IGDA) Learning, Education, and Games Special Interest Group. She also serves as a member for the state of Colorado’s gaming and esports subcommittee; she co-authored and led a proposal for creating a state-wide esports league and developing a game-based curriculum for Colorado’s institutions of higher education. Jones also conducts research and publishes writings on the ethical design of technology and on the future of open education.
Shaz “Dr. Z” Zamore on Craniate – Informal STEM packages for the people
September 21, 2021
With time-traveling, cyborg scientists, superpowered students, and experiments using fantastical devices, Craniate is creating a one-of-a-kind STEAM* learning experience! Craniate’s two-part package treats young minds to neuroscience through the interactive comic Axon Squad, complemented by MOD Capsule project-based experiments. With Craniate, Dr. Z is seeking to explore how scientifically authentic experiences, coupled with visual storytelling influences comprehension, as well as attitudes toward STEM and STEM belief abilities in middle school students with minoritized identities.
Dr. Shaz Zamore is an instructor and STEAM outreach director at ATLAS. They currently teach a new course The State of Technology (ATLS 4/5529-005) which examines tech-involved social problems focused on 4 main units: Human-Computer Interface (AI, assistive tech, robotics, UI), Mechanical Technology (agriculture, commercial and industry), Medical Technology, and Entertainment technology (art, creative, social media).
Jools Gilson on Tempestries: Textiles, Tactility & the Climate Emergency
September 14, 2021
Jools Gilson is an Irish Fulbright Scholar/Artist based at CU Boulder for the Fall Semester 2021. Her Fulbright project is focused on the ways movement and textiles shape a sense of place within an Irish context. In particular, it connects practices of textile hand making and the somatic experience of dress with climate. Jools Gilson introduces her previous work with textiles and performance / installation with the conceptual and practical development of her current practice.
Jools Gilson is Professor of Creative Practice in the School of Film, Music & Theatre at University College Cork, Ireland. She is an artist who moves between the disciplines of visual art, writing and dance theatre. Her work is characterised by a poetic playfulness, a lively curiosity about communities, textiles and femininity and the climate emergency. Her work has been performed and exhibited internationally, and has received awards from The Arts Councils of Ireland and England, Culture Ireland, Fulbright Ireland, BBC Radio 4, The Banff Centre for the Arts (Canada), New York Festivals and others.
Dan Aukes on Designing More Affordable Dynamic Robots
December 7, 2021
While generalist robots continue to demonstrate a wide range of impressive feats, these systems are ultimately limited by the cost of development, which constrains their usefulness to highly structured environments and low-risk tasks. The long-term promise of robotics, by contrast, supports people by completing repetitive, dangerous, or dirty tasks that can risk the health and safety of humans. In order to realize this vision, the workflows used to develop robotic technology to solve such problems needs to better support affordable materials, accessible design methodologies, and fabrication approaches that scale. This talk discusses the innovations required for such a transformation, and a number of research initiatives currently underway to solve them.
Daniel M. Aukes is an Assistant Professor at Arizona State University, and is the Principal Investigator of the IDEAlab. His research investigates the nexus of design, manufacturing, and data-driven decision-making towards the development of robots that can operate in niche environments, with a focus on affordability and accessibility. He is a former Technology Development Fellow at the Wyss Institute at Harvard University and completed post-doctoral research in the Harvard MicroRobotics Lab with Rob Wood, developing manufacturing planning software for origami-inspired robots. Dr. Aukes received his PhD and Masters degrees in Mechanical Engineering from Stanford University, studying the design of underactuated robotics hands under Mark Cutkosky. He received his BS in Mechanical Engineering from Northwestern University. Dr. Aukes’s industry experiences have focused on manufacturing automation across a wide range of industries including automotive, pharmaceutical, and food-processing. https://idealab.asu.edu/people/dan-aukes/
Aubrey Shick on Developing a Digital Health product? Intro to Digital Health, Software as a Medical Device (SaMD) & FDA Digital Health Center of Excellence
November 16, 2021
Are you developing or thinking about developing products to improve health or wellness?
Your product may be subject to oversight by the U.S. Food and Drug Administration (FDA). The Digital Health Center of Excellence is here to help you interpret and navigate regulatory policies. We’re committed to empowering innovators like you and helping patients gain access to high-quality digital health innovation. In this talk we will define software as a medical device (SaMD) and how the FDA interprets different emerging digital health technologies from a regulatory perspective. We will also discuss the FDA Digital Health Center of Excellence and useful resources available to you as a researcher or developer.
Aubrey Shick is a Digital Health Specialist in the FDA’s Center for Devices and Radiological Health (CDRH), Office of Strategic Partnerships and Technology Innovation (OST), Division of Digital Health (DDH). Before joining the DDH in 2021, Aubrey worked in industry leading product strategy, software user experience (UX) architecture, and validation programs for multiple Wellness and Digital Health startups, Intel’s New Devices Group, and Medtronic. Aubrey’s product experience encompasses artificial intelligence (AI), virtual and augmented reality (VR/AR), wearable computing, embedded computing (IoT), and surgical robotics.
Chris Heckman on Failure is Not an Option: CU Boulder's Technique at the DARPA Subterranean Challenge, Lessons Learned, and Next Steps
November 2, 2021
Is robotics a modern-day snake oil? In this talk, Heckman focuses on his recent investigation into where the limits of autonomy are for the highly sought-after application to subterranean emergency response operations. This application was motivated by the DARPA Subterranean Challenge, which just last month concluded with the CU Boulder team "MARBLE" taking third place and winning a $500,000 prize. In this talk, Heckman will give an overview into the genesis of our solution over three years of effort, especially with respect to mobility, autonomy, perception, and communications. He'll also discuss the implications for present-day robotic autonomy and where we go from here.
Chris Heckman is an Assistant Professor in the Department of Computer Science at the University of Colorado at Boulder and the Jacques I. Pankove Faculty Fellow in the College of Engineering & Applied Science. He earned his BS in Mechanical Engineering from UC Berkeley in 2008 and his PhD in Theoretical and Applied Mechanics from Cornell University in 2012, where he was an NSF Graduate Research Fellow. He had postdoctoral appointments at the Naval Research Laboratory in Washington, DC as an NRC Research Associate, and at CU Boulder as a Research Scientist, before joining the faculty there in 2016.
Lei Yuan on We Are What We Attend To: Attention-Driven Learning and Implications for Design
October 26, 2021
Learning starts with attention to the right input. But, 1) what is the right input, 2) how to get learner’s attention to it, 3) how to sustain their attention long enough for them to learn? In this talk, Yuan answers these questions in the context of toddlers’ development of sustained attention during toy-play, and preschoolers’ development of externally- and internally-guided attention during the learning of symbol systems (e.g., maps, graphs, multi-digit numbers).
Dr. Lei Yuan is an Assistant Professor in Psychology & Neuroscience at CU Boulder. She received her Ph.D. in Cognitive Psychology at Northwestern University in 2016, followed by an NIH NSRA funded Postdoctoral fellowship at Indiana University. She joined CU Boulder in the Fall of 2020. She is the director of the DEL (Development, Education, and Learning) lab. Her research examines the structure of input data in children's early learning environment, the processes and mechanisms through which children learn from this data, and how this learning creates hidden deficits or competencies for later school learning. To answer these questions, her lab combines large-scale cross-sectional and longitudinal studies, training experiments, computational modeling, high-density behavioral data collection (e.g., eye tracking), and translational research in schools.
Tom Williams on Secret Agents
October 19, 2021
Robots are Secret Agents. While computer scientists and roboticists may not view their robots as being fully autonomous, interactive and adaptive, everyday users perceive them as such. This creates a whole host of user expectations that may be hard to live up to—and that may cause problems when violated. This talk explains how robot design choices impact how people perceive robots and expect them to behave.
Tom Williams is an Assistant Professor of Computer Science at the Colorado School of Mines, where he directs the Mines Interactive Robotics Research Lab (MIRRORLab). Prior to joining Mines, Tom earned a joint PhD in Computer Science and Cognitive Science from Tufts University in 2017. Tom’s research focuses on enabling and understanding natural language based human-robot interaction that is sensitive to environmental, cognitive, social, and moral context. His work is funded by grants from NSF, ONR, and ARL, as well as by Early Career awards from NSF, NASA, and AFOSR.
Ken Krechmer on Standards and Innovations
October 12, 2021
The technical history of the world. The waves of civilization from barter, agriculture, development, manufacturing, communications and programming are correlated to the successions of technical references/standards that are developed—symbols, measurement, design, similarity, compatibility, and adaptability. Each new succession is a paradigm change, enabling increased value creation and creating new means of control. Standards successions follow an evolutionary model, identifying how market control occurs and where new value is created. By extension this evolutionary model also suggests emerging markets and new ways to create value.
Ken Krechmer started his technical career working as an engineer for several electronics companies in the 1960s and 1970s. He was Program Chair of the Standards and Innovation in Information Technology (SIIT) conference in 2001 (Boulder, CO), 2003 (Delft, Netherlands) and 2007 (Calgary, Canada); and was a co- Program Chair of SIIT 2009 (Tokyo, Japan) and SIIT 2011 (Berlin, Germany). He was Conference Chair of SIIT 2115 (Sunnyvale, CA, USA). He is a Senior Member of the IEEE, as well as a scholar in residence in the College of Engineering and Applied Science at the University of Colorado Boulder.
Thea Nalls on A Rosy Retrospection: The Psychological Importance of Nostalgia and Its Influence on Product Creation and Design Processes
October 5, 2021
Objects communicate more than just their utility. Designers and consumers may not realize nor recognize the manifestation of past and shared experiences in objects. Through memory-reward co-activation, our brains assign joy, positivity, appreciation, and clarity with objects that evoke nostalgia. From consumer goods to digital media, how can we begin to understand nostalgic cues and their influence on design decisions? We often teach design as ‘form follows function' and incorporate ‘emotional design’ without fully understanding the weight of nostalgia when it comes to new object adoption. Let’s explore the personal and cultural connection between nostalgia and product.
Thea Nalls is a cross-disciplinary designer and educator, combining engineering, biosciences, and image design when creating products and media. She designs content and visual narratives for her clients using a unique, “soft” methodology, pulling inspiration from psychological motivations in combination with macro-emotional trends. Thea holds a BSc in Aerospace Engineering from Embry-Riddle Aeronautical University and an MSc in Applied Physiology and Kinesiology from the University of Florida. While living abroad, she earned an International Fashion Design Postgraduate Degree in Image Design from Institut Français de la Mode. She is currently teaching Product Design at the Program in Environmental Design at CU Boulder.
Sherry Jones on Video Games as Philosophical Thought Experiments
September 28, 2021
In moral philosophy, the concept of cultural relativism poses ethical challenges by proposing that morality is dependent on culture, and thus, any critique of a culture's morality is impossible. In game design, a game can be defined as a system of affordances and constraints for framing space for play. Game constraints can represent the cultural conditions that limit a society’s range of possible moral responses. We can consider games as thought experiments that express cultural values. Through game playing, we can learn to identify the conditions that limit the game’s ethics, thereby re-consider real-world ethics.
Sherry Jones is a philosophy and game studies subject matter expert at Rocky Mountain College of Art and Design, where she develops courses on the philosophy and psychology of game design. She serves as a steering committee member for the International Game Developers Association (IGDA) Learning, Education, and Games Special Interest Group. She also serves as a member for the state of Colorado’s gaming and esports subcommittee; she co-authored and led a proposal for creating a state-wide esports league and developing a game-based curriculum for Colorado’s institutions of higher education. Jones also conducts research and publishes writings on the ethical design of technology and on the future of open education.
Shaz “Dr. Z” Zamore on Craniate – Informal STEM packages for the people
September 21, 2021
With time-traveling, cyborg scientists, superpowered students, and experiments using fantastical devices, Craniate is creating a one-of-a-kind STEAM* learning experience! Craniate’s two-part package treats young minds to neuroscience through the interactive comic Axon Squad, complemented by MOD Capsule project-based experiments. With Craniate, Dr. Z is seeking to explore how scientifically authentic experiences, coupled with visual storytelling influences comprehension, as well as attitudes toward STEM and STEM belief abilities in middle school students with minoritized identities.
Dr. Shaz Zamore is an instructor and STEAM outreach director at ATLAS. They currently teach a new course The State of Technology (ATLS 4/5529-005) which examines tech-involved social problems focused on 4 main units: Human-Computer Interface (AI, assistive tech, robotics, UI), Mechanical Technology (agriculture, commercial and industry), Medical Technology, and Entertainment technology (art, creative, social media).
Jools Gilson on Tempestries: Textiles, Tactility & the Climate Emergency
September 14, 2021
Jools Gilson is an Irish Fulbright Scholar/Artist based at CU Boulder for the Fall Semester 2021. Her Fulbright project is focused on the ways movement and textiles shape a sense of place within an Irish context. In particular, it connects practices of textile hand making and the somatic experience of dress with climate. Jools Gilson introduces her previous work with textiles and performance / installation with the conceptual and practical development of her current practice.
Jools Gilson is Professor of Creative Practice in the School of Film, Music & Theatre at University College Cork, Ireland. She is an artist who moves between the disciplines of visual art, writing and dance theatre. Her work is characterised by a poetic playfulness, a lively curiosity about communities, textiles and femininity and the climate emergency. Her work has been performed and exhibited internationally, and has received awards from The Arts Councils of Ireland and England, Culture Ireland, Fulbright Ireland, BBC Radio 4, The Banff Centre for the Arts (Canada), New York Festivals and others.
Narges Mahyar on Building Equitable Social Computing and Visualization Tools for Democratizing Public Participation
April 27, 2021
Narges Mahyar presents examples of her recent work using social computing and visualization technologies to democratize public participation. She describes a vision for expanding her research on building novel tools towards advanced stages of the decision-making process, such as collaborative sensemaking of complex civic data and consensus-building.
Narges Mahyar is an Assistant Professor in the College of Information and Computer Sciences at the University of Massachusetts Amherst. She holds a Ph.D. in Computer Science from the University of Victoria, an MS in Information Technology from the University of Malaya, and a BS in Electrical Engineering from Tehran Azad University. She was a postdoctoral fellow in the Department of Computer Science at the University of British Columbia from 2014-2016. Prior to joining UMass, she completed a second postdoctoral fellowship in the Design Lab at the University of California San Diego from 2016-2018. Her research papers have received numerous awards, including the best paper award from CSCW 2020, the outstanding paper award from the Council of Educators in Landscape Architecture 2017, the honorable mention award from Interactive Surfaces and Spaces conference in 2016 and the best paper award from IEEE VAST 2014.
Maarten Lameres and Peter van der Putten on Bots Like You
April 20, 2021
Intelligent robots are all the rage nowadays, but what about emotional robots? And creative robots? Or even useless, curious, helpless or religious robots!? Does researching these bots with 'unique' human or lifelike qualities make us less or more human? And why should we care? Maarten Lameres and Peter van der Putten demonstrate that bots can be more than just smart, and argue that by studying ‘bots like you’ we can learn more about who we are as humans, and about our future with robots.
Maarten H. Lamers is a cross-disciplinary researcher, combining computer science with other interests and playful thinking. Themes that reappear in his research and lecturing are artificial intelligence, robots, hybrid bio-digital systems, and of course playfulness. Maarten went to Lincoln Elementary School in Boulder, CO (now Naropa University), holds an MSc in Computer Science from Utrecht University (1993), and a PhD in neural networks from Leiden University (2001).
Peter van der Putten is an assistant professor and creative researcher at the Leiden Institute of Advanced Computer Science (LIACS), Leiden University, The Netherlands. He is interested in how intelligence can evolve through machine learning. In addition, he is also a director for decisioning and AI solutions at Pegasystems. Peter has a MSc in Cognitive Artificial Intelligence from Utrecht University and a PhD in data mining from Leiden University.
Jeremy Ehly on Taking it to 11: Observations from a Decade of Teaching Design
April 13, 2021
Jeremy Ehly reflects on what observations and lessons he can draw from his collective experience as a design educator. Invoking the wisdom of Mister Rogers as well as Dieter Rams, Ehly shows us several student projects related to some common themes revolving around the craft of dynamic design prompts, setting student expectations, collective design processes and the shared humanity (and humor) of teaching.
Jeremy Ehly, AIA, IDSA is an Instructor in Architecture and Product Design at the Program in the Environmental Design program at CU Boulder. Jeremy is a Licensed Architect who earned his Masters Degree from the Illinois Institute of Technology in 2007. Upon graduating he began working for the global Architecture and Planning firm MVRDV in Rotterdam before working as an Architect and Art Exhibition Curator for the Chicago Arts District. He moved to Denver in 2010 and began teaching at CU Boulder as a Lecturer while working for several award winning local Architecture firms. Jeremy has led several Design-Build projects at CU in partnership with the Denver Botanic Gardens. His courses span the bridge between design and technology by employing an extensive arsenal of current software and digital methods to help illustrate, facilitate and further creative design intentions, with the goal to design/build a Playscape for an affordable housing community with ENVD students.
Ted Selker on VR/AR History, False and Real Opportunity
April 6, 2021
Ted Selker reviews and projects milestones on the journey to an augmented world in his talk. Selker discusses dreams, stumbles and successes from prehistory to now. Selker shows us that today, the surrounding environment is now active, opening doors, talking to us, and covered by displays. Personal devices now comfortably use the physical world as their stage. Selker shares his work in this realm, which strives to demonstrate considerate technology, in which people’s intentions are recognized and respected. A creator and tester of new scenarios for working with computing systems, his design practice includes consulting wherever innovation is possible.
Ted Selker is currently CTO at Alphyco. Ted spent five years as Director of Considerate Systems research at Carnegie Mellon University Silicon Valley, and ten years as an Associate Professor at the MIT Media Laboratory where he created the Context Aware Computing group, co-directed the Caltech/MIT Voting Technology Project, and directed the CI/DI kitchen of the future/design of the future project. He has also served as a consulting professor at Stanford University, taught at Hampshire College, University of Massachusetts at Amherst, and Brown University. Ted earned a role as an IBM Fellow and director of User Systems Ergonomics Research at IBM. He also worked at Xerox PARC and Atari Research Labs. Ted was given the American Association for People with Disabilities Thomas Paine Award for his work on voting technology, and was co-recipient of the Computer Science Policy Leader Award for Scientific American 50.
Ken Krechmer on The Role of Technical Standards in Enabling the Future
March 30, 2021
Ken Krechmer investigates how to predict the future using technical standards. Krechmer delves into how a better understanding can be found by looking into the history of such standards, including six successions of technical references/standards—symbols, measurements, designs, similarity, compatibility, and adaptability (figure 1)—based on general set theory. He shows how successions of standards offer an evolutionary technology model, showing why market control occurs and where new value is created.
Ken Krechmer is a scholar in residence in the College of Engineering and Applied Science at the University of Colorado Boulder. Ken Krechmer started his technical career working as an engineer for several electronics companies in the 1960s and 1970s. After founding one electronics company and working in sales and marketing for three others, he began standards consulting in 1980. He was a founder and the technical editor of Communications Standards Review and Communications Standards Summary 1990-2002. In 2009 he was adjunct lecturer at the University of Colorado Boulder. He was Program Chair of the Standards and Innovation in Information Technology (SIIT) conference in 2001 (Boulder, CO), 2003 (Delft, Netherlands) and 2007 (Calgary, Canada); and was a co- Program Chair of SIIT 2009 (Tokyo, Japan) and SIIT 2011 (Berlin, Germany). He was Conference Chair of SIIT 2115 (Sunnyvale, CA, USA). Krechmer is a Senior Member of the IEEE.
Sherry Jones on Ethics in Game Design
March 23, 2021
Sherry Jones examines ethical game design through psychology, unethical dark game design patterns that manipulate player psychology, legal challenges to the gaming industry, and advanced methods for evaluating games to identify and eliminate dark patterns. She will also discuss blockchain technology in future game design, and how it could help protect consumer’s rights to their virtual property.
Sherry Jones is a philosophy and game design subject matter expert and instructor at Rocky Mountain College of Art and Design, where she develops and teaches courses on the philosophy and psychology of game design. Jones’ research focus is on educational techno-ethics, and has published a number of book chapters and articles regarding her findings. In addition, Jones serves as the OER Council at-large representative for the Colorado Department of Higher Education, the co-chair of ISTE Games and Simulations Network, and a steering committee member of the International Game Developers Association (IGDA) Learning, Games, and Education (LEG) Special Interest Group. She also is the editor-in-chief of The Liminal: Interdisciplinary Journal of Technology in Education, an open-access journal hosted at the University of Denver’s Digital Commons.
Helena Miton on How to study cultural phenomena? Insights from Cultural Attraction Theory
March 16, 2021
Helena Miton explores cultural attraction theory, one framework in cultural evolution, that can be used across different cultural domains and diverse types of causal factors relevant to explaining the emergence, success, and evolution of cultural types. Miton explains how this framework can be used to integrate both cognitive processes or physical constraints as factors stabilizing cultural phenomena, as evidenced by several case studies.
Milton's research agenda approaches culture as an emergent effect of human everyday life. It aims to understand how individuals interact to produce, organize and transmit cultural systems. Aiming to redefine how we study culture, her research program includes both theoretical advances and empirical case studies. She studies cultural evolution using data from human and social sciences, with a strong emphasis on cognitive science. Helena received her PhD in Cognitive Science from the Central European University (Budapest, Hungary). Prior to that, she earned a M.S in Cognitive Science from the Ecole Normale Suprieure, Ecole des Hautes Etudes en Sciences Sociales, and Paris Descartes University, and a B.A. in Sociology from Paris Sorbonne University.
Lining Yao on Packaging and Delivery: From Seeds to Mars
March 9, 2021
Lining Yao discusses different morphing mechanisms in natural seeds and microorganisms, and ends with a presentation of an ecological vision of the future empowered by morphing materials. Yao describes the designer's role in such efforts to build, or rebuild, a harmonious relationship between technology and the environment.
Lining Yao is an Assistant Professor of Human-Computer Interaction Institute (HCII) at Carnegie Mellon University, School of Computer Science, directing the Morphing Matter Lab. Morphing Matter lab develops materials, tools, and applications of adaptive, dynamic and intelligent morphing matter from nano to macro scales. Lining gained her PhD at MIT Media Lab, where she combined biological and engineering approaches to develop physical materials with dynamic and tunable properties including shape, color, stiffness, texture and density. Lining holds courtesy appointments at Mechanical Engineering, as well as Material Sciences and Engineering. She is supervising undergraduate and graduate students across the College of Engineering and College of Art.
Ali Mazelek on Tangible Designs for Multisensory Minds
March 2, 2021
Ali Mazalek discusses her ongoing research and prototype systems from the Synaesthetic Media Lab, which explores how tangible and embodied interactions can support and enhance creativity, discovery and learning across the physical and digital worlds.
Mazalek is a Canada Research Chair in Digital Media and Innovation and an Associate Professor in the RTA School of Media at Ryerson University. She is also an Affiliate Scientist at the Keenan Research Centre for Biomedical Science, St. Michael's Hospital. Mazalek received M.S. and Ph.D. degrees from the MIT Media Lab and a Hon. B.Sc. in computer science and mathematics from the University of Toronto. She is a member of the inaugural cohort of the Royal Society of Canada's College of New Scholars, Artists and Scientists. At Mazalek’s Synaesthetic Media Lab, physical materials, analog sensors, and digital media happily co-exist and come together in novel ways to support creativity and expression across both science and art disciplines.
Anna Xambo on Live Coding Using Crowdsourced Sounds and a Virtual Agent: State of Affairs and Implications for HCI Research
February 23, 2021
Anna Xambo, a researcher and musician with a background in computer science, social sciences and digital arts, presents research related to the EPSRC HDI Network Plus Grant project "MIRLCAuto: A Virtual Agent for Music Information Retrieval in Live Coding.”
Xambo studied HCI and music technology at Universitat Pompeu Fabra, and completed her PhD in computer-supported collaboration on interactive tabletops for music performance at The Open University. She is currently a Senior Lecturer in Music and Audio Technology at De Montfort University (Leicester, UK) and a member of the Music, Technology and Innovation - Institute of Sonic Creativity (MTI^2). Xambo’s research and practice focus on sound and music computing systems looking at novel approaches to collaborative, participatory, and live coding experiences.
Thijs Roumen on The Portable Laser Cutting
February 16, 2021
Thijs Roumen delves into how to exchange files that exist in 2D into 3D for laser cutting, and demonstrates a software tool to reconstruct the 3D geometry of the model encoded in a 2D cutting plan. Roumen shares his goal to enable users worldwide to collaborate, share, and reuse files.
Roumen is a PhD candidate in Human Computer Interaction at Hasso Plattner Institute in Potsdam, Germany, where he works In the lab of Prof. Dr. Patrick Baudisch. Roumen received his MSc from the University of Southern Denmark, Sønderborg in 2013 and BSc from the Technical University of Eindhoven, Netherlands in 2011. His research interests are in personal fabrication, digital collaboration and enabling increased complexity for laser cutting.
Grace Leslie on Inner Rhythms: Music Technologies Informed by Perception and Physiology
February 9, 2021
ATLAS presents Grace Leslie, an assistant professor of Music Technology at Georgia Tech, where she directs the Brain Music Lab. As part of the ATLAS Colloquium series, this talk explores the lab’s recent projects and research, which aims to employ musical brain-computer interfaces to promote wellness through creative methods.
Leslie builds brain-computer interfaces that reveal aspects of her internal mental state, those left unexpressed by sound or gesture, to an audience. Grace completed her Ph.D. in Music and Cognitive Science at UCSD. She completed her undergraduate and Masters work in Music, Science, and Technology at CCRMA, Stanford University, and now takes her background in sound and technology to Georgia Tech at the Brain Music Lab.
Leanne Hirshfield on Using Non-Invasive Brain Measurement to Predict Social, Cognitive, and Affective States in Real-Time
February 2, 2021
Leanne Hirshfield, associate research professor at the CU Institute of Cognitive Science, explores the research being conducted in the SHINE (System Human Interaction with NIRS and EEG) Lab at CU Boulder. Hirshfield gives an introduction to the fNIRS device and the brain, and provides an overview of several ongoing projects in the SHINE lab.
Hirshfield’s research at the SHINE explores the use of non-invasive brain measurement to passively classify users’ social, cognitive, and affective states in order to enhance usability testing and adaptive system design. Hirshfield received her Ph.D.in Computer Science from Tufts University in 2009 after completing her undergraduate and M.S. degrees in Computer Science at Hamilton College and the Colorado School of Mines, respectively.
Tess Tanenbaum on Identity Transformation Through Theatrical Play
January 26, 2021
Tess Tanenbaum explores issues of gender, identity and narrative, particularly with regard to identity transformation and empathy in digital narratives and games. Her work draws on theories and methodologies from the performing arts and human-computer-interaction.
Tanenbaum is a game designer, artist, maker, and assistant professor in the Department of Informatics at the Donald Bren School of Information and Computer Sciences at the University of California-Irvine, where she is a founding member of the Transformative Play Lab. She received her PhD from the School of Interactive Arts + Technology at Simon Fraser University.
Topher Anderson on Smart Textiles, Electronic Textiles, and Glowing Sequins (Oh My!)
January 19, 2021
Topher Anderson delves into smart textiles and functional fabrics, an emerging technology and rapidly growing field of research. Anderson explains how smart Textiles help to collect novel user data that traditional laptops and phones can’t. These smart Textiles are used in flexible sensors, robotics, architecture, antenna design, interactive upholstery, car seat heating, and flexible circuit board construction, and Anderson presents different brainstorming prototypes as well as active areas of research in this field.
Topher Anderson is the manager of technical embroidery at the ZSK Research and Training Center in Seattle, Washington. Topher’s research is at the crossroads of design and engineering using technical fabrics for both function and aesthetic. Topher previously worked in Microsoft’s Applied Science Group developing futuristic flexible electronics for consumer applications, Lockheed Martin working with electronics for spacecraft design, and Philips working on novel types of textile based EMI shielding for simultaneous PET/MRI scanners. Prior to his current position, Topher was a professor at Jefferson University in the engineering department. Topher holds a PhD in Textile Engineering from Jefferson University, a MS in Biomedical Engineering from RWTH, and BSE in architectural engineering from Philadelphia University.
Narges Mahyar on Building Equitable Social Computing and Visualization Tools for Democratizing Public Participation
April 27, 2021
Narges Mahyar presents examples of her recent work using social computing and visualization technologies to democratize public participation. She describes a vision for expanding her research on building novel tools towards advanced stages of the decision-making process, such as collaborative sensemaking of complex civic data and consensus-building.
Narges Mahyar is an Assistant Professor in the College of Information and Computer Sciences at the University of Massachusetts Amherst. She holds a Ph.D. in Computer Science from the University of Victoria, an MS in Information Technology from the University of Malaya, and a BS in Electrical Engineering from Tehran Azad University. She was a postdoctoral fellow in the Department of Computer Science at the University of British Columbia from 2014-2016. Prior to joining UMass, she completed a second postdoctoral fellowship in the Design Lab at the University of California San Diego from 2016-2018. Her research papers have received numerous awards, including the best paper award from CSCW 2020, the outstanding paper award from the Council of Educators in Landscape Architecture 2017, the honorable mention award from Interactive Surfaces and Spaces conference in 2016 and the best paper award from IEEE VAST 2014.
Maarten Lameres and Peter van der Putten on Bots Like You
April 20, 2021
Intelligent robots are all the rage nowadays, but what about emotional robots? And creative robots? Or even useless, curious, helpless or religious robots!? Does researching these bots with 'unique' human or lifelike qualities make us less or more human? And why should we care? Maarten Lameres and Peter van der Putten demonstrate that bots can be more than just smart, and argue that by studying ‘bots like you’ we can learn more about who we are as humans, and about our future with robots.
Maarten H. Lamers is a cross-disciplinary researcher, combining computer science with other interests and playful thinking. Themes that reappear in his research and lecturing are artificial intelligence, robots, hybrid bio-digital systems, and of course playfulness. Maarten went to Lincoln Elementary School in Boulder, CO (now Naropa University), holds an MSc in Computer Science from Utrecht University (1993), and a PhD in neural networks from Leiden University (2001).
Peter van der Putten is an assistant professor and creative researcher at the Leiden Institute of Advanced Computer Science (LIACS), Leiden University, The Netherlands. He is interested in how intelligence can evolve through machine learning. In addition, he is also a director for decisioning and AI solutions at Pegasystems. Peter has a MSc in Cognitive Artificial Intelligence from Utrecht University and a PhD in data mining from Leiden University.
Jeremy Ehly on Taking it to 11: Observations from a Decade of Teaching Design
April 13, 2021
Jeremy Ehly reflects on what observations and lessons he can draw from his collective experience as a design educator. Invoking the wisdom of Mister Rogers as well as Dieter Rams, Ehly shows us several student projects related to some common themes revolving around the craft of dynamic design prompts, setting student expectations, collective design processes and the shared humanity (and humor) of teaching.
Jeremy Ehly, AIA, IDSA is an Instructor in Architecture and Product Design at the Program in the Environmental Design program at CU Boulder. Jeremy is a Licensed Architect who earned his Masters Degree from the Illinois Institute of Technology in 2007. Upon graduating he began working for the global Architecture and Planning firm MVRDV in Rotterdam before working as an Architect and Art Exhibition Curator for the Chicago Arts District. He moved to Denver in 2010 and began teaching at CU Boulder as a Lecturer while working for several award winning local Architecture firms. Jeremy has led several Design-Build projects at CU in partnership with the Denver Botanic Gardens. His courses span the bridge between design and technology by employing an extensive arsenal of current software and digital methods to help illustrate, facilitate and further creative design intentions, with the goal to design/build a Playscape for an affordable housing community with ENVD students.
Ted Selker on VR/AR History, False and Real Opportunity
April 6, 2021
Ted Selker reviews and projects milestones on the journey to an augmented world in his talk. Selker discusses dreams, stumbles and successes from prehistory to now. Selker shows us that today, the surrounding environment is now active, opening doors, talking to us, and covered by displays. Personal devices now comfortably use the physical world as their stage. Selker shares his work in this realm, which strives to demonstrate considerate technology, in which people’s intentions are recognized and respected. A creator and tester of new scenarios for working with computing systems, his design practice includes consulting wherever innovation is possible.
Ted Selker is currently CTO at Alphyco. Ted spent five years as Director of Considerate Systems research at Carnegie Mellon University Silicon Valley, and ten years as an Associate Professor at the MIT Media Laboratory where he created the Context Aware Computing group, co-directed the Caltech/MIT Voting Technology Project, and directed the CI/DI kitchen of the future/design of the future project. He has also served as a consulting professor at Stanford University, taught at Hampshire College, University of Massachusetts at Amherst, and Brown University. Ted earned a role as an IBM Fellow and director of User Systems Ergonomics Research at IBM. He also worked at Xerox PARC and Atari Research Labs. Ted was given the American Association for People with Disabilities Thomas Paine Award for his work on voting technology, and was co-recipient of the Computer Science Policy Leader Award for Scientific American 50.
Ken Krechmer on The Role of Technical Standards in Enabling the Future
March 30, 2021
Ken Krechmer investigates how to predict the future using technical standards. Krechmer delves into how a better understanding can be found by looking into the history of such standards, including six successions of technical references/standards—symbols, measurements, designs, similarity, compatibility, and adaptability (figure 1)—based on general set theory. He shows how successions of standards offer an evolutionary technology model, showing why market control occurs and where new value is created.
Ken Krechmer is a scholar in residence in the College of Engineering and Applied Science at the University of Colorado Boulder. Ken Krechmer started his technical career working as an engineer for several electronics companies in the 1960s and 1970s. After founding one electronics company and working in sales and marketing for three others, he began standards consulting in 1980. He was a founder and the technical editor of Communications Standards Review and Communications Standards Summary 1990-2002. In 2009 he was adjunct lecturer at the University of Colorado Boulder. He was Program Chair of the Standards and Innovation in Information Technology (SIIT) conference in 2001 (Boulder, CO), 2003 (Delft, Netherlands) and 2007 (Calgary, Canada); and was a co- Program Chair of SIIT 2009 (Tokyo, Japan) and SIIT 2011 (Berlin, Germany). He was Conference Chair of SIIT 2115 (Sunnyvale, CA, USA). Krechmer is a Senior Member of the IEEE.
Sherry Jones on Ethics in Game Design
March 23, 2021
Sherry Jones examines ethical game design through psychology, unethical dark game design patterns that manipulate player psychology, legal challenges to the gaming industry, and advanced methods for evaluating games to identify and eliminate dark patterns. She will also discuss blockchain technology in future game design, and how it could help protect consumer’s rights to their virtual property.
Sherry Jones is a philosophy and game design subject matter expert and instructor at Rocky Mountain College of Art and Design, where she develops and teaches courses on the philosophy and psychology of game design. Jones’ research focus is on educational techno-ethics, and has published a number of book chapters and articles regarding her findings. In addition, Jones serves as the OER Council at-large representative for the Colorado Department of Higher Education, the co-chair of ISTE Games and Simulations Network, and a steering committee member of the International Game Developers Association (IGDA) Learning, Games, and Education (LEG) Special Interest Group. She also is the editor-in-chief of The Liminal: Interdisciplinary Journal of Technology in Education, an open-access journal hosted at the University of Denver’s Digital Commons.
Helena Miton on How to study cultural phenomena? Insights from Cultural Attraction Theory
March 16, 2021
Helena Miton explores cultural attraction theory, one framework in cultural evolution, that can be used across different cultural domains and diverse types of causal factors relevant to explaining the emergence, success, and evolution of cultural types. Miton explains how this framework can be used to integrate both cognitive processes or physical constraints as factors stabilizing cultural phenomena, as evidenced by several case studies.
Milton's research agenda approaches culture as an emergent effect of human everyday life. It aims to understand how individuals interact to produce, organize and transmit cultural systems. Aiming to redefine how we study culture, her research program includes both theoretical advances and empirical case studies. She studies cultural evolution using data from human and social sciences, with a strong emphasis on cognitive science. Helena received her PhD in Cognitive Science from the Central European University (Budapest, Hungary). Prior to that, she earned a M.S in Cognitive Science from the Ecole Normale Suprieure, Ecole des Hautes Etudes en Sciences Sociales, and Paris Descartes University, and a B.A. in Sociology from Paris Sorbonne University.
Lining Yao on Packaging and Delivery: From Seeds to Mars
March 9, 2021
Lining Yao discusses different morphing mechanisms in natural seeds and microorganisms, and ends with a presentation of an ecological vision of the future empowered by morphing materials. Yao describes the designer's role in such efforts to build, or rebuild, a harmonious relationship between technology and the environment.
Lining Yao is an Assistant Professor of Human-Computer Interaction Institute (HCII) at Carnegie Mellon University, School of Computer Science, directing the Morphing Matter Lab. Morphing Matter lab develops materials, tools, and applications of adaptive, dynamic and intelligent morphing matter from nano to macro scales. Lining gained her PhD at MIT Media Lab, where she combined biological and engineering approaches to develop physical materials with dynamic and tunable properties including shape, color, stiffness, texture and density. Lining holds courtesy appointments at Mechanical Engineering, as well as Material Sciences and Engineering. She is supervising undergraduate and graduate students across the College of Engineering and College of Art.
Ali Mazelek on Tangible Designs for Multisensory Minds
March 2, 2021
Ali Mazalek discusses her ongoing research and prototype systems from the Synaesthetic Media Lab, which explores how tangible and embodied interactions can support and enhance creativity, discovery and learning across the physical and digital worlds.
Mazalek is a Canada Research Chair in Digital Media and Innovation and an Associate Professor in the RTA School of Media at Ryerson University. She is also an Affiliate Scientist at the Keenan Research Centre for Biomedical Science, St. Michael's Hospital. Mazalek received M.S. and Ph.D. degrees from the MIT Media Lab and a Hon. B.Sc. in computer science and mathematics from the University of Toronto. She is a member of the inaugural cohort of the Royal Society of Canada's College of New Scholars, Artists and Scientists. At Mazalek’s Synaesthetic Media Lab, physical materials, analog sensors, and digital media happily co-exist and come together in novel ways to support creativity and expression across both science and art disciplines.
Anna Xambo on Live Coding Using Crowdsourced Sounds and a Virtual Agent: State of Affairs and Implications for HCI Research
February 23, 2021
Anna Xambo, a researcher and musician with a background in computer science, social sciences and digital arts, presents research related to the EPSRC HDI Network Plus Grant project "MIRLCAuto: A Virtual Agent for Music Information Retrieval in Live Coding.”
Xambo studied HCI and music technology at Universitat Pompeu Fabra, and completed her PhD in computer-supported collaboration on interactive tabletops for music performance at The Open University. She is currently a Senior Lecturer in Music and Audio Technology at De Montfort University (Leicester, UK) and a member of the Music, Technology and Innovation - Institute of Sonic Creativity (MTI^2). Xambo’s research and practice focus on sound and music computing systems looking at novel approaches to collaborative, participatory, and live coding experiences.
Thijs Roumen on The Portable Laser Cutting
February 16, 2021
Thijs Roumen delves into how to exchange files that exist in 2D into 3D for laser cutting, and demonstrates a software tool to reconstruct the 3D geometry of the model encoded in a 2D cutting plan. Roumen shares his goal to enable users worldwide to collaborate, share, and reuse files.
Roumen is a PhD candidate in Human Computer Interaction at Hasso Plattner Institute in Potsdam, Germany, where he works In the lab of Prof. Dr. Patrick Baudisch. Roumen received his MSc from the University of Southern Denmark, Sønderborg in 2013 and BSc from the Technical University of Eindhoven, Netherlands in 2011. His research interests are in personal fabrication, digital collaboration and enabling increased complexity for laser cutting.
Grace Leslie on Inner Rhythms: Music Technologies Informed by Perception and Physiology
February 9, 2021
ATLAS presents Grace Leslie, an assistant professor of Music Technology at Georgia Tech, where she directs the Brain Music Lab. As part of the ATLAS Colloquium series, this talk explores the lab’s recent projects and research, which aims to employ musical brain-computer interfaces to promote wellness through creative methods.
Leslie builds brain-computer interfaces that reveal aspects of her internal mental state, those left unexpressed by sound or gesture, to an audience. Grace completed her Ph.D. in Music and Cognitive Science at UCSD. She completed her undergraduate and Masters work in Music, Science, and Technology at CCRMA, Stanford University, and now takes her background in sound and technology to Georgia Tech at the Brain Music Lab.
Leanne Hirshfield on Using Non-Invasive Brain Measurement to Predict Social, Cognitive, and Affective States in Real-Time
February 2, 2021
Leanne Hirshfield, associate research professor at the CU Institute of Cognitive Science, explores the research being conducted in the SHINE (System Human Interaction with NIRS and EEG) Lab at CU Boulder. Hirshfield gives an introduction to the fNIRS device and the brain, and provides an overview of several ongoing projects in the SHINE lab.
Hirshfield’s research at the SHINE explores the use of non-invasive brain measurement to passively classify users’ social, cognitive, and affective states in order to enhance usability testing and adaptive system design. Hirshfield received her Ph.D.in Computer Science from Tufts University in 2009 after completing her undergraduate and M.S. degrees in Computer Science at Hamilton College and the Colorado School of Mines, respectively.
Tess Tanenbaum on Identity Transformation Through Theatrical Play
January 26, 2021
Tess Tanenbaum explores issues of gender, identity and narrative, particularly with regard to identity transformation and empathy in digital narratives and games. Her work draws on theories and methodologies from the performing arts and human-computer-interaction.
Tanenbaum is a game designer, artist, maker, and assistant professor in the Department of Informatics at the Donald Bren School of Information and Computer Sciences at the University of California-Irvine, where she is a founding member of the Transformative Play Lab. She received her PhD from the School of Interactive Arts + Technology at Simon Fraser University.
Topher Anderson on Smart Textiles, Electronic Textiles, and Glowing Sequins (Oh My!)
January 19, 2021
Topher Anderson delves into smart textiles and functional fabrics, an emerging technology and rapidly growing field of research. Anderson explains how smart Textiles help to collect novel user data that traditional laptops and phones can’t. These smart Textiles are used in flexible sensors, robotics, architecture, antenna design, interactive upholstery, car seat heating, and flexible circuit board construction, and Anderson presents different brainstorming prototypes as well as active areas of research in this field.
Topher Anderson is the manager of technical embroidery at the ZSK Research and Training Center in Seattle, Washington. Topher’s research is at the crossroads of design and engineering using technical fabrics for both function and aesthetic. Topher previously worked in Microsoft’s Applied Science Group developing futuristic flexible electronics for consumer applications, Lockheed Martin working with electronics for spacecraft design, and Philips working on novel types of textile based EMI shielding for simultaneous PET/MRI scanners. Prior to his current position, Topher was a professor at Jefferson University in the engineering department. Topher holds a PhD in Textile Engineering from Jefferson University, a MS in Biomedical Engineering from RWTH, and BSE in architectural engineering from Philadelphia University.