Chih-Pin Hsiao | Georgia Institute of Technology (original) (raw)
Papers by Chih-Pin Hsiao
Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)
During the design process, architects have traditionally used a range of media and tools, includi... more During the design process, architects have traditionally used a range of media and tools, including sketches and physical models, to create external representations that communicate design concepts. These representations are rapid, support quick testing and advancement of ideas, and allow new patterns and ideas to emerge. However, building these models in computer-aided architectural design (CAAD) programs is cumbersome and disembodied. In this paper, we take a cognitive perspective to explore how designers distribute part of their spatial reasoning onto the materials and tools with which they work. From this cognitive theory, we have created a unique gesture-based modeling system, Dancing on the Desktop. In this prototype, two interactive displays are projected on a desktop and the adjacent wall to show the plan and perspective views of an architectural model, respectively. Visual images and text are projected on the user's hands to provide different types of feedback for the gestural interactions. A depth camera detects gestural interactions between these two displays to create an immersive gestural interaction space for model manipulation. We argue that Dancing on the Desktop helps users develop an embodied understanding of the spatial and volumetric properties of virtual objects that the current CAAD systems cannot afford. The details of the low cost, yet effective, gesture recognition technique are also described in this paper.
Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work and Social Computing Companion - CSCW '16 Companion, 2016
Proceedings of the 21st International Conference on Intelligent User Interfaces - IUI '16, 2016
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition - C&C '15, 2015
This paper describes a co-creative web-based drawing application called the Drawing Apprentice. T... more This paper describes a co-creative web-based drawing application called the Drawing Apprentice. This system collaborates with users in real time abstract drawing. We describe the theory, interaction design, and user experience of the Drawing Apprentice system. We evaluate the system with formative user studies and expert evaluations from a juried art competition in which a Drawing Apprentice submission won the code-based art category.
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition - C&C '15, 2015
This paper presents the results of an empirical study of 32 adult dyads (i.e. groups of two peopl... more This paper presents the results of an empirical study of 32 adult dyads (i.e. groups of two people) engaged in pretend play. Our analysis indicates that participatory sense-making plays a key role in the success of pretend play sessions. We use the cognitive science theory of enaction as a theoretical lens to analyze the empirical data given its robust conceptual framework for describing participatory sensemaking. We present here five enactive characteristics of pretend play that appear to be necessary and sufficient for the emergence and maintenance of successful pretend play -mental preparation, meaning building, narrative enaction, narrative deepening, and flow maintenance. This enactive formalization is used to propose a computational model of pretend play that can be used to inform the design of an agent capable of playing in real time with human users.
Proceedings of the 6th Augmented Human International Conference on - AH '15, 2015
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition - C&C '15, 2015
Proceedings of the 8th ACM conference on Creativity and cognition - C&C '11, 2011
In this paper, we discuss the role of spatial cognition during the architectural design activity,... more In this paper, we discuss the role of spatial cognition during the architectural design activity, and how it affects design creativity. Recognizing that current CAD applications' Windows-Icon-Menu-Pointer (WIMP) user interfaces do not fully support creative exploration in modeling geometries for design, we design a prototype system that incorporates a regular pc and a depth camera for gestural input. We present the implementation and use scenario of the system, and discuss why gestural input may advance creativity in the design process.
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction - TEI '14, 2015
In a piano lesson, a student often imitates the teacher's playing in terms of speed, dynamics, an... more In a piano lesson, a student often imitates the teacher's playing in terms of speed, dynamics, and fingering. While this learning model leverages one's visual and even audial perception for emulation, it still lacks an important component of piano playing -the tactile sensation. We seek to convey the tactile sensations of the teacher's keystrokes and then signal the student's corresponding fingers. We implemented an instrumented fingerless glove called Tactile Teacher to detect finger taps on hard surfaces. Since finger taps generate acoustic signals and cause vibrations, we embedded three vibration sensors on the glove and use machine learning algorithms to analyze the data from the sensors. After a brief training procedure, this prototype can accurately identify single finger tap in a very good performance at above 89% accuracy, and two finger taps resulted in accuracy around 85%.
Proceedings of the 9th ACM Conference on Creativity & Cognition - C&C '13, 2013
We present the concept and implementation of a sketching game called Sketch Master. Sketch Master... more We present the concept and implementation of a sketching game called Sketch Master. Sketch Master is a game designed to help players learn and practice drawing from memory. The architecture of the tool and its various game modes are presented. Additionally, we describe how functions in Sketch Master serve as a research instrument to collect exploratory data about the relation between perception, memory, and sketching.
During the design process, architects have traditionally used a range of media and tools, includi... more During the design process, architects have traditionally used a range of media and tools, including sketches and physical models, to create external representations that communicate design concepts. These representations are rapid, support quick testing and advancement of ideas, and allow new patterns and ideas to emerge. However, building these models in computer-aided architectural design (CAAD) programs is cumbersome and disembodied. In this paper, we take a cognitive perspective to explore how designers distribute part of their spatial reasoning onto the materials and tools with which they work. From this cognitive theory, we have created a unique gesture-based modeling system, Dancing on the Desktop. In this prototype, two interactive displays are projected on a desktop and the adjacent wall to show the plan and perspective views of an architectural model, respectively. Visual images and text are projected on the user's hands to provide different types of feedback for the gestural interactions. A depth camera detects gestural interactions between these two displays to create an immersive gestural interaction space for model manipulation. We argue that Dancing on the Desktop helps users develop an embodied understanding of the spatial and volumetric properties of virtual objects that the current CAAD systems cannot afford. The details of the low cost, yet effective, gesture recognition technique are also described in this paper. more things, and project more, resulting in the production of a greater number of design variants. "You have the paper, you have the foam, you have CAD … but when you have all of them together, this helps you to focus on creativity." If one observes collaboration within a group of people, one can see that the roles are more clearly distributed. People draw simultaneously in a model, or divide up the work to each of the different media, model and sketch. In future evaluations we will use a design task to compare established analog ways of working with designing using the CDP, with a view toward revealing the weaknesses and benefits of the system in practical use.
The modern landscape of computing has rapidly evolved with breakthroughs in new input modalities ... more The modern landscape of computing has rapidly evolved with breakthroughs in new input modalities and interaction designs, but the fundamental model of humans giving commands to computers is still largely dominant. A small but growing number of projects in the computational creativity fi eld are beginning to study and build creative computers that are able to collaborate with human users as partners by simulating, to various degrees, the collaboration that naturally occurs between humans in creative domains . If this endeavor proves successful, the implications for HCI and the fi eld of computing in general could be signifi cant. Creative computers could understand and work alongside humans in a new hybrid form of human-computer co-creativity that could inspire, motivate, and perhaps even teach creativity to human users through collaboration.
In a piano lesson, a student often imitates the teacher--s playing in terms of speed, dynamics, a... more In a piano lesson, a student often imitates the teacher--s playing in terms of speed, dynamics, and fingering. While this learning model leverages one's visual and even audial perception for emulation, it still lacks an important component of piano playing -- the tactile sensation. We seek to convey the tactile sensations of the teacher's keystrokes and then signal the student's corresponding fingers. We implemented an instrumented fingerless glove called Tactile Teacher to detect finger taps on hard surfaces. Since finger taps generate acoustic signals and cause vibrations, we embedded three vibration sensors on the glove and use machine learning algorithms to analyze the data from the sensors. After a brief training procedure, this prototype can accurately identify single finger tap in a very good performance at above 89% accuracy, and two finger taps resulted in accuracy around 85%.
Dancing on the Desktop is a gesture-based modeling system. In this prototype, two interactive dis... more Dancing on the Desktop is a gesture-based modeling system. In this prototype, two interactive display screens are projected on the top of a desk and the wall behind it to show the plan and perspective views of an architectural model, respectively. A depth camera detects gestural interactions between these two displays to create an immersive gestural interaction space to manipulate the model. Additionally, visual images and text are projected on the user’s hands to provide different types of feedback about gestural interactions. We argue that Dancing on the Desktop helps users develop an embodied understanding of the spatial and volumetric properties of virtual objects. In this paper, we will review related gestural prototypes and examine their shortcomings. Then, we will introduce distributed cognition and describe how it helped our system address the shortcomings of typical gestural prototypes. Next, we will describe the implementation details and explain each type of gestural interaction in detail. Finally, we will discuss our preliminary tests and conclusions.
This paper reports on the theory, design, and implemen- tation of an artistic computer colleague ... more This paper reports on the theory, design, and implemen- tation of an artistic computer colleague that improvises and collaborates with human users in real-time. Our system, Drawing Apprentice, is based on existing theo- ries of art, creative cognition, and collaboration synthe- sized into an enactive model of creativity. The imple- mentation details of the Drawing Apprentice are pro- vided along with early collaborative artwork created with the system. We present the enactive model of crea- tivity as a potential theoretical framework for designing creative systems involving continuous improvisational collaboration between a human and computer.
The Digital Box and Block Test (DBBT) is a post-stroke rehabilitation assessment apparatus for in... more The Digital Box and Block Test (DBBT) is a post-stroke rehabilitation assessment apparatus for in-home use. It is based on the clinically validated Box and Block Test used to measure unilateral gross manual dexterity. We show that the automated DBBT scoring algorithms achieve at least 90% accuracy on a scoring procedure that is traditionally labor intensive and subjective. Furthermore, we propose a tangible gaming system based on DBBT to increase patient motivation and make rehabilitation exercises more enjoyable.
Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)
During the design process, architects have traditionally used a range of media and tools, includi... more During the design process, architects have traditionally used a range of media and tools, including sketches and physical models, to create external representations that communicate design concepts. These representations are rapid, support quick testing and advancement of ideas, and allow new patterns and ideas to emerge. However, building these models in computer-aided architectural design (CAAD) programs is cumbersome and disembodied. In this paper, we take a cognitive perspective to explore how designers distribute part of their spatial reasoning onto the materials and tools with which they work. From this cognitive theory, we have created a unique gesture-based modeling system, Dancing on the Desktop. In this prototype, two interactive displays are projected on a desktop and the adjacent wall to show the plan and perspective views of an architectural model, respectively. Visual images and text are projected on the user's hands to provide different types of feedback for the gestural interactions. A depth camera detects gestural interactions between these two displays to create an immersive gestural interaction space for model manipulation. We argue that Dancing on the Desktop helps users develop an embodied understanding of the spatial and volumetric properties of virtual objects that the current CAAD systems cannot afford. The details of the low cost, yet effective, gesture recognition technique are also described in this paper.
Proceedings of the 19th ACM Conference on Computer Supported Cooperative Work and Social Computing Companion - CSCW '16 Companion, 2016
Proceedings of the 21st International Conference on Intelligent User Interfaces - IUI '16, 2016
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition - C&C '15, 2015
This paper describes a co-creative web-based drawing application called the Drawing Apprentice. T... more This paper describes a co-creative web-based drawing application called the Drawing Apprentice. This system collaborates with users in real time abstract drawing. We describe the theory, interaction design, and user experience of the Drawing Apprentice system. We evaluate the system with formative user studies and expert evaluations from a juried art competition in which a Drawing Apprentice submission won the code-based art category.
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition - C&C '15, 2015
This paper presents the results of an empirical study of 32 adult dyads (i.e. groups of two peopl... more This paper presents the results of an empirical study of 32 adult dyads (i.e. groups of two people) engaged in pretend play. Our analysis indicates that participatory sense-making plays a key role in the success of pretend play sessions. We use the cognitive science theory of enaction as a theoretical lens to analyze the empirical data given its robust conceptual framework for describing participatory sensemaking. We present here five enactive characteristics of pretend play that appear to be necessary and sufficient for the emergence and maintenance of successful pretend play -mental preparation, meaning building, narrative enaction, narrative deepening, and flow maintenance. This enactive formalization is used to propose a computational model of pretend play that can be used to inform the design of an agent capable of playing in real time with human users.
Proceedings of the 6th Augmented Human International Conference on - AH '15, 2015
Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition - C&C '15, 2015
Proceedings of the 8th ACM conference on Creativity and cognition - C&C '11, 2011
In this paper, we discuss the role of spatial cognition during the architectural design activity,... more In this paper, we discuss the role of spatial cognition during the architectural design activity, and how it affects design creativity. Recognizing that current CAD applications' Windows-Icon-Menu-Pointer (WIMP) user interfaces do not fully support creative exploration in modeling geometries for design, we design a prototype system that incorporates a regular pc and a depth camera for gestural input. We present the implementation and use scenario of the system, and discuss why gestural input may advance creativity in the design process.
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction - TEI '14, 2015
In a piano lesson, a student often imitates the teacher's playing in terms of speed, dynamics, an... more In a piano lesson, a student often imitates the teacher's playing in terms of speed, dynamics, and fingering. While this learning model leverages one's visual and even audial perception for emulation, it still lacks an important component of piano playing -the tactile sensation. We seek to convey the tactile sensations of the teacher's keystrokes and then signal the student's corresponding fingers. We implemented an instrumented fingerless glove called Tactile Teacher to detect finger taps on hard surfaces. Since finger taps generate acoustic signals and cause vibrations, we embedded three vibration sensors on the glove and use machine learning algorithms to analyze the data from the sensors. After a brief training procedure, this prototype can accurately identify single finger tap in a very good performance at above 89% accuracy, and two finger taps resulted in accuracy around 85%.
Proceedings of the 9th ACM Conference on Creativity & Cognition - C&C '13, 2013
We present the concept and implementation of a sketching game called Sketch Master. Sketch Master... more We present the concept and implementation of a sketching game called Sketch Master. Sketch Master is a game designed to help players learn and practice drawing from memory. The architecture of the tool and its various game modes are presented. Additionally, we describe how functions in Sketch Master serve as a research instrument to collect exploratory data about the relation between perception, memory, and sketching.
During the design process, architects have traditionally used a range of media and tools, includi... more During the design process, architects have traditionally used a range of media and tools, including sketches and physical models, to create external representations that communicate design concepts. These representations are rapid, support quick testing and advancement of ideas, and allow new patterns and ideas to emerge. However, building these models in computer-aided architectural design (CAAD) programs is cumbersome and disembodied. In this paper, we take a cognitive perspective to explore how designers distribute part of their spatial reasoning onto the materials and tools with which they work. From this cognitive theory, we have created a unique gesture-based modeling system, Dancing on the Desktop. In this prototype, two interactive displays are projected on a desktop and the adjacent wall to show the plan and perspective views of an architectural model, respectively. Visual images and text are projected on the user's hands to provide different types of feedback for the gestural interactions. A depth camera detects gestural interactions between these two displays to create an immersive gestural interaction space for model manipulation. We argue that Dancing on the Desktop helps users develop an embodied understanding of the spatial and volumetric properties of virtual objects that the current CAAD systems cannot afford. The details of the low cost, yet effective, gesture recognition technique are also described in this paper. more things, and project more, resulting in the production of a greater number of design variants. "You have the paper, you have the foam, you have CAD … but when you have all of them together, this helps you to focus on creativity." If one observes collaboration within a group of people, one can see that the roles are more clearly distributed. People draw simultaneously in a model, or divide up the work to each of the different media, model and sketch. In future evaluations we will use a design task to compare established analog ways of working with designing using the CDP, with a view toward revealing the weaknesses and benefits of the system in practical use.
The modern landscape of computing has rapidly evolved with breakthroughs in new input modalities ... more The modern landscape of computing has rapidly evolved with breakthroughs in new input modalities and interaction designs, but the fundamental model of humans giving commands to computers is still largely dominant. A small but growing number of projects in the computational creativity fi eld are beginning to study and build creative computers that are able to collaborate with human users as partners by simulating, to various degrees, the collaboration that naturally occurs between humans in creative domains . If this endeavor proves successful, the implications for HCI and the fi eld of computing in general could be signifi cant. Creative computers could understand and work alongside humans in a new hybrid form of human-computer co-creativity that could inspire, motivate, and perhaps even teach creativity to human users through collaboration.
In a piano lesson, a student often imitates the teacher--s playing in terms of speed, dynamics, a... more In a piano lesson, a student often imitates the teacher--s playing in terms of speed, dynamics, and fingering. While this learning model leverages one's visual and even audial perception for emulation, it still lacks an important component of piano playing -- the tactile sensation. We seek to convey the tactile sensations of the teacher's keystrokes and then signal the student's corresponding fingers. We implemented an instrumented fingerless glove called Tactile Teacher to detect finger taps on hard surfaces. Since finger taps generate acoustic signals and cause vibrations, we embedded three vibration sensors on the glove and use machine learning algorithms to analyze the data from the sensors. After a brief training procedure, this prototype can accurately identify single finger tap in a very good performance at above 89% accuracy, and two finger taps resulted in accuracy around 85%.
Dancing on the Desktop is a gesture-based modeling system. In this prototype, two interactive dis... more Dancing on the Desktop is a gesture-based modeling system. In this prototype, two interactive display screens are projected on the top of a desk and the wall behind it to show the plan and perspective views of an architectural model, respectively. A depth camera detects gestural interactions between these two displays to create an immersive gestural interaction space to manipulate the model. Additionally, visual images and text are projected on the user’s hands to provide different types of feedback about gestural interactions. We argue that Dancing on the Desktop helps users develop an embodied understanding of the spatial and volumetric properties of virtual objects. In this paper, we will review related gestural prototypes and examine their shortcomings. Then, we will introduce distributed cognition and describe how it helped our system address the shortcomings of typical gestural prototypes. Next, we will describe the implementation details and explain each type of gestural interaction in detail. Finally, we will discuss our preliminary tests and conclusions.
This paper reports on the theory, design, and implemen- tation of an artistic computer colleague ... more This paper reports on the theory, design, and implemen- tation of an artistic computer colleague that improvises and collaborates with human users in real-time. Our system, Drawing Apprentice, is based on existing theo- ries of art, creative cognition, and collaboration synthe- sized into an enactive model of creativity. The imple- mentation details of the Drawing Apprentice are pro- vided along with early collaborative artwork created with the system. We present the enactive model of crea- tivity as a potential theoretical framework for designing creative systems involving continuous improvisational collaboration between a human and computer.
The Digital Box and Block Test (DBBT) is a post-stroke rehabilitation assessment apparatus for in... more The Digital Box and Block Test (DBBT) is a post-stroke rehabilitation assessment apparatus for in-home use. It is based on the clinically validated Box and Block Test used to measure unilateral gross manual dexterity. We show that the automated DBBT scoring algorithms achieve at least 90% accuracy on a scoring procedure that is traditionally labor intensive and subjective. Furthermore, we propose a tangible gaming system based on DBBT to increase patient motivation and make rehabilitation exercises more enjoyable.