C. Boulanger - Academia.edu (original) (raw)

Papers by C. Boulanger

Research paper thumbnail of Jabberstamp

Children in our culture are accustomed to creating people and things and places---with implied co... more Children in our culture are accustomed to creating people and things and places---with implied context---in their drawings. Since the first days they draw, parents will ask "who is that? Where are they? What are they doing?" From early on, children have learned through drawing to provide the information necessary for an audience to understand the story that is going on in their drawing. Conversely, learning how to contextualize an oral or written story in the absence of images is a much slower learning process for children, and children's ability to use language to communicate when and where their story takes place is considered a milestone in literacy development [Snow 1983].

Research paper thumbnail of Textable movie

This sketch presents a new approach to improvising movies according to the interrelationship betw... more This sketch presents a new approach to improvising movies according to the interrelationship between personal videos and the story of an experience. Textable Movie is a graphical interface that invites a storyteller of any age to compose and visualize movies, images and sound environments while writing a story; the system self-selects and self-edits movies in real time based on textual input from the teller. Textable Movie aims to exalt the imagination of its authors (writer, and film-maker) by immersing them in real time, in a co-constructed narration.

Research paper thumbnail of Dolltalk : a computational toy to enhance narrative perspective-talking

School curricula are designed with the expectation that students achieve literacy. They usually s... more School curricula are designed with the expectation that students achieve literacy. They usually support the acquisition of language by encouraging students to learn how to decode information within a sentence. In this thesis it is suggested that literacy skills in children five to seven years of age can be obtained with a broader understanding of language and its representation. Oral storytelling is presented as a way to develop metacognitive skills with a focus on character-based narrative where children must create the perspectives of the characters. The ability to tell stories is common to children from every community and can help them in school performance. Children should therefore be encouraged to express their understanding of character perspectives in oral storytelling. This thesis presents a tangible interface that allows children to practice preliteracy skills using oral language. It introduces Dolltalk, a system that facilitates children's ability to take narrative p...

Research paper thumbnail of Program in Media Arts and Sciences

In this thesis, i articulate a theory of how and why individuals use context to convey only a fac... more In this thesis, i articulate a theory of how and why individuals use context to convey only a facet of their identity in social interactions. Through this lens, i discuss current issues in digital identity management. In this discussion, i focus on the role of design in affecting an individual's ability to maintain control of personal representation and identity information. I argue that the architecture of current digital environments has altered our notions of context, motivating users to develop new mechanisms for managing their presentation. I take the stance that users should have the ability to control their digital identity for the same reasons that they seek to control their physical identity, most notably to present themselves in an appropriate manner in relation to the current situation. From this perspective, i argue for a design approach that will aid sociable designers in developing human-centered technologies that allow for individual control over personal identity. First, i argue the need for mechanisms of self-awareness and discuss what forms of awareness users should have. In doing so, i analyze current approaches to awareness and critique my own work on Social Network Fragments, a visualization tool for revealing the structure of one's digital social network. Alongside self-awareness, i present the need for identity management and critique my work on SecureId, a prototype intended to give users control over their digital presentation by offering security through identity-based knowledge. This thesis argues for empowering users through awareness and control, so that they may provide the level of regulation that is desirable. In doing so, i offer a novel approach to context and identity management in digital social interaction.

Research paper thumbnail of Ambient urban interludes

CHI '04 Extended Abstracts on Human Factors in Computing Systems, 2004

Research paper thumbnail of Textable movie

Proceedings of the SIGGRAPH 2003 conference on Sketches & applications in conjunction with the 30th annual conference on Computer graphics and interactive techniques - GRAPH '03, 2003

This sketch presents a new approach to improvising movies according to the interrelationship betw... more This sketch presents a new approach to improvising movies according to the interrelationship between personal videos and the story of an experience. Textable Movie is a graphical interface that invites a storyteller of any age to compose and visualize movies, images and sound environments while writing a story; the system self-selects and self-edits movies in real time based on textual input from the teller. Textable Movie aims to exalt the imagination of its authors (writer, and film-maker) by immersing them in real time, in a co-constructed narration.

Research paper thumbnail of A System to Compose Movies for Cross-Cultural Storytelling: Textable Movie

Lecture Notes in Computer Science, 2004

Research paper thumbnail of Literacy learning by storytelling with a virtual peer

Proceedings of the Conference on Computer Support for Collaborative Learning Foundations for a CSCL Community - CSCL '02, 2002

In this paper, we present Sam, an embodied conversational storyteller who tells stories interacti... more In this paper, we present Sam, an embodied conversational storyteller who tells stories interactively with children. Sam was designed to appear as a peer to preschool children, but to tell stories in a developmentally advanced way in order to model narrative skills important for literacy. Literacy learning-learning how to read and write, begins long before children enter school. One of the key skills to reading and writing is the ability to represent thoughts symbolically and share them in language with an audience who does not share the same background. Children learn and practice such important language skills in the informal setting of everyday storytelling with their peers and adults available around them. In particular, storytelling in a context of peer collaboration provides a perfect place where children not only learn language skills important for literacy, but also learn to be critical listeners of others' stories. Preliminary evaluation showed that by interacting with Sam, 5-year-old children's stories more closely resembled Sam's linguistically advanced stories with more quoted speech and temporal and spatial expressions. In addition, the children listened to Sam's stories carefully, assisting her and giving suggestions on how to improve them. With Sam, children not only learned new linguistic behaviors that are important for literacy, but also to become critical listeners of other's stories.

Research paper thumbnail of Cost-effective wearable sensor to detect EMF

CHI '09 Extended Abstracts on Human Factors in Computing Systems, 2009

In this paper we present the design of a cost-effective wearable sensor to detect and indicate th... more In this paper we present the design of a cost-effective wearable sensor to detect and indicate the strength and other characteristics of the electric field emanating from a laptop display. Our Electromagnetic Field Detector Bracelet can provide an immediate awareness of electric fields radiated from an object used frequently. Our technology thus supports awareness of ambient background emanation beyond human perception. We discuss how detection of such radiation might help to "fingerprint" devices and aid in applications that require determination of indoor location.

Research paper thumbnail of PlayPals

CHI '06 Extended Abstracts on Human Factors in Computing Systems, 2006

ABSTRACT PlayPals are a set of wireless figurines with their electronic accessories that provide ... more ABSTRACT PlayPals are a set of wireless figurines with their electronic accessories that provide children with a playful way to communicate between remote locations. PlayPals is designed for children aged 5-8 to share multimedia experiences and virtual co-presence. We learned from our pilot study that embedding digital communication into existing play pattern enhances both remote play and communication.

Research paper thumbnail of Dolltalk

CHI '02 extended abstracts on Human factors in computer systems - CHI '02, 2002

This paper presents a novel approach and interface for encouraging children to tell and act out o... more This paper presents a novel approach and interface for encouraging children to tell and act out original stories. Dolltalk is a toy that simulates speech recognition by capturing the gestures and speech of a child. The toy then plays back a child s pretend-play speech in altered voices representing the characters of the child s story. Dolltalk s tangible interface and ability to retell a child s story may enhance a child s creativity in narrative elaboration.

Research paper thumbnail of Interfacing Video Capture, Editing and Publication in a Tangible Environment

Lecture Notes in Computer Science, 2007

Research paper thumbnail of Design of haptic interfaces for therapy

Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2009

Research paper thumbnail of Jabberstamp

ACM SIGGRAPH 2007 educators program, 2007

Children in our culture are accustomed to creating people and things and places---with implied co... more Children in our culture are accustomed to creating people and things and places---with implied context---in their drawings. Since the first days they draw, parents will ask "who is that? Where are they? What are they doing?" From early on, children have learned through drawing to provide the information necessary for an audience to understand the story that is going on in their drawing. Conversely, learning how to contextualize an oral or written story in the absence of images is a much slower learning process for children, and children's ability to use language to communicate when and where their story takes place is considered a milestone in literacy development [Snow 1983].

Research paper thumbnail of WOW pod

CHI '10 Extended Abstracts on Human Factors in Computing Systems, 2010

WOW Pod is an immersive architectural solution for the advanced massive online role-playing gamer... more WOW Pod is an immersive architectural solution for the advanced massive online role-playing gamer that provides and anticipates all life needs. Inside, the player finds him/herself comfortably seated in front of the computer screen with easy-to-reach water, pre-packaged food, and a toilet conveniently placed underneath a built-in throne.

Research paper thumbnail of Hover

ACM SIGGRAPH 2002 conference abstracts and applications, 2002

This sketch presents Hover, a device that enhances remote telecommunication by providing a sense ... more This sketch presents Hover, a device that enhances remote telecommunication by providing a sense of the activity and presence of remote users. The motion of a remote persona is manifested as the playful movements of a ball floating in midair. Hover is both a communication medium and an aesthetic object.

Research paper thumbnail of Moving pictures

ACM SIGGRAPH 2005 Educators program on - SIGGRAPH '05, 2005

Moving Pictures Looking out / looking in Moving Pictures, a concept we are currently developing, ... more Moving Pictures Looking out / looking in Moving Pictures, a concept we are currently developing, is an accessible, robust multiuser unit and a set of physical tools that enables young users to explore, manipulate and share video content with others. This project involves a collaborative approach that supports social interaction in group work. It proposes exploration, methods and and a tangible tool set for creation of copresent video play. Background Moving Pictures extends Textable Movie, a graphical interface which takes text as input and allows users to improvise a movie in real-time. Media segments are automatically selected according to the users' own labelling. As the user types in a story, the media segments appear on the screen, connecting writers to past experiences they have captured in images. By improvising movie-stories and projecting them for others, young adults are challenged in their beliefs about other communities and their own.

Research paper thumbnail of Re-thinking real time video making for the museum exhibition space

ACM SIGGRAPH 2005 Posters on - SIGGRAPH '05, 2005

This poster presents a new approach to creating video stories at an art, science and technology e... more This poster presents a new approach to creating video stories at an art, science and technology exhibition. Within the context of an interactive exhibition space, dividing the tasks of recording and editing of digital media between production and post-production can be disruptive to the visitors' experience. Terraria is a graphical and tangible interface which synthesizes performance and editing into a simultaneous act. Pilot studies suggested that young users find this integrated interface engaging for the performance and visualization of movies in real time.

Research paper thumbnail of The texture of light

ACM SIGGRAPH 2006 Research posters on - SIGGRAPH '06, 2006

1 Abstract The Texture of Light is research on lighting principles and the exploration of life fe... more 1 Abstract The Texture of Light is research on lighting principles and the exploration of life feed video metamorphosis in the public space using reflection of light on transparent materials. The Texture of Light is an attempt to fight the boredom of everyday life. This project employs ...

Research paper thumbnail of Touch

CHI '07 Extended Abstracts on Human Factors in Computing Systems, 2007

ABSTRACT Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customiz... more ABSTRACT Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customized and controlled by people while on the move. It provides individuals with a sensory cocoon. Made of modular garments, Touch·Sensitive applies personalized stimuli. We present the design process and a series of low fidelity prototypes that lead us to the Touch·Sensitive Apparel.

Research paper thumbnail of Jabberstamp

Children in our culture are accustomed to creating people and things and places---with implied co... more Children in our culture are accustomed to creating people and things and places---with implied context---in their drawings. Since the first days they draw, parents will ask "who is that? Where are they? What are they doing?" From early on, children have learned through drawing to provide the information necessary for an audience to understand the story that is going on in their drawing. Conversely, learning how to contextualize an oral or written story in the absence of images is a much slower learning process for children, and children's ability to use language to communicate when and where their story takes place is considered a milestone in literacy development [Snow 1983].

Research paper thumbnail of Textable movie

This sketch presents a new approach to improvising movies according to the interrelationship betw... more This sketch presents a new approach to improvising movies according to the interrelationship between personal videos and the story of an experience. Textable Movie is a graphical interface that invites a storyteller of any age to compose and visualize movies, images and sound environments while writing a story; the system self-selects and self-edits movies in real time based on textual input from the teller. Textable Movie aims to exalt the imagination of its authors (writer, and film-maker) by immersing them in real time, in a co-constructed narration.

Research paper thumbnail of Dolltalk : a computational toy to enhance narrative perspective-talking

School curricula are designed with the expectation that students achieve literacy. They usually s... more School curricula are designed with the expectation that students achieve literacy. They usually support the acquisition of language by encouraging students to learn how to decode information within a sentence. In this thesis it is suggested that literacy skills in children five to seven years of age can be obtained with a broader understanding of language and its representation. Oral storytelling is presented as a way to develop metacognitive skills with a focus on character-based narrative where children must create the perspectives of the characters. The ability to tell stories is common to children from every community and can help them in school performance. Children should therefore be encouraged to express their understanding of character perspectives in oral storytelling. This thesis presents a tangible interface that allows children to practice preliteracy skills using oral language. It introduces Dolltalk, a system that facilitates children's ability to take narrative p...

Research paper thumbnail of Program in Media Arts and Sciences

In this thesis, i articulate a theory of how and why individuals use context to convey only a fac... more In this thesis, i articulate a theory of how and why individuals use context to convey only a facet of their identity in social interactions. Through this lens, i discuss current issues in digital identity management. In this discussion, i focus on the role of design in affecting an individual's ability to maintain control of personal representation and identity information. I argue that the architecture of current digital environments has altered our notions of context, motivating users to develop new mechanisms for managing their presentation. I take the stance that users should have the ability to control their digital identity for the same reasons that they seek to control their physical identity, most notably to present themselves in an appropriate manner in relation to the current situation. From this perspective, i argue for a design approach that will aid sociable designers in developing human-centered technologies that allow for individual control over personal identity. First, i argue the need for mechanisms of self-awareness and discuss what forms of awareness users should have. In doing so, i analyze current approaches to awareness and critique my own work on Social Network Fragments, a visualization tool for revealing the structure of one's digital social network. Alongside self-awareness, i present the need for identity management and critique my work on SecureId, a prototype intended to give users control over their digital presentation by offering security through identity-based knowledge. This thesis argues for empowering users through awareness and control, so that they may provide the level of regulation that is desirable. In doing so, i offer a novel approach to context and identity management in digital social interaction.

Research paper thumbnail of Ambient urban interludes

CHI '04 Extended Abstracts on Human Factors in Computing Systems, 2004

Research paper thumbnail of Textable movie

Proceedings of the SIGGRAPH 2003 conference on Sketches & applications in conjunction with the 30th annual conference on Computer graphics and interactive techniques - GRAPH '03, 2003

This sketch presents a new approach to improvising movies according to the interrelationship betw... more This sketch presents a new approach to improvising movies according to the interrelationship between personal videos and the story of an experience. Textable Movie is a graphical interface that invites a storyteller of any age to compose and visualize movies, images and sound environments while writing a story; the system self-selects and self-edits movies in real time based on textual input from the teller. Textable Movie aims to exalt the imagination of its authors (writer, and film-maker) by immersing them in real time, in a co-constructed narration.

Research paper thumbnail of A System to Compose Movies for Cross-Cultural Storytelling: Textable Movie

Lecture Notes in Computer Science, 2004

Research paper thumbnail of Literacy learning by storytelling with a virtual peer

Proceedings of the Conference on Computer Support for Collaborative Learning Foundations for a CSCL Community - CSCL '02, 2002

In this paper, we present Sam, an embodied conversational storyteller who tells stories interacti... more In this paper, we present Sam, an embodied conversational storyteller who tells stories interactively with children. Sam was designed to appear as a peer to preschool children, but to tell stories in a developmentally advanced way in order to model narrative skills important for literacy. Literacy learning-learning how to read and write, begins long before children enter school. One of the key skills to reading and writing is the ability to represent thoughts symbolically and share them in language with an audience who does not share the same background. Children learn and practice such important language skills in the informal setting of everyday storytelling with their peers and adults available around them. In particular, storytelling in a context of peer collaboration provides a perfect place where children not only learn language skills important for literacy, but also learn to be critical listeners of others' stories. Preliminary evaluation showed that by interacting with Sam, 5-year-old children's stories more closely resembled Sam's linguistically advanced stories with more quoted speech and temporal and spatial expressions. In addition, the children listened to Sam's stories carefully, assisting her and giving suggestions on how to improve them. With Sam, children not only learned new linguistic behaviors that are important for literacy, but also to become critical listeners of other's stories.

Research paper thumbnail of Cost-effective wearable sensor to detect EMF

CHI '09 Extended Abstracts on Human Factors in Computing Systems, 2009

In this paper we present the design of a cost-effective wearable sensor to detect and indicate th... more In this paper we present the design of a cost-effective wearable sensor to detect and indicate the strength and other characteristics of the electric field emanating from a laptop display. Our Electromagnetic Field Detector Bracelet can provide an immediate awareness of electric fields radiated from an object used frequently. Our technology thus supports awareness of ambient background emanation beyond human perception. We discuss how detection of such radiation might help to "fingerprint" devices and aid in applications that require determination of indoor location.

Research paper thumbnail of PlayPals

CHI '06 Extended Abstracts on Human Factors in Computing Systems, 2006

ABSTRACT PlayPals are a set of wireless figurines with their electronic accessories that provide ... more ABSTRACT PlayPals are a set of wireless figurines with their electronic accessories that provide children with a playful way to communicate between remote locations. PlayPals is designed for children aged 5-8 to share multimedia experiences and virtual co-presence. We learned from our pilot study that embedding digital communication into existing play pattern enhances both remote play and communication.

Research paper thumbnail of Dolltalk

CHI '02 extended abstracts on Human factors in computer systems - CHI '02, 2002

This paper presents a novel approach and interface for encouraging children to tell and act out o... more This paper presents a novel approach and interface for encouraging children to tell and act out original stories. Dolltalk is a toy that simulates speech recognition by capturing the gestures and speech of a child. The toy then plays back a child s pretend-play speech in altered voices representing the characters of the child s story. Dolltalk s tangible interface and ability to retell a child s story may enhance a child s creativity in narrative elaboration.

Research paper thumbnail of Interfacing Video Capture, Editing and Publication in a Tangible Environment

Lecture Notes in Computer Science, 2007

Research paper thumbnail of Design of haptic interfaces for therapy

Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2009

Research paper thumbnail of Jabberstamp

ACM SIGGRAPH 2007 educators program, 2007

Children in our culture are accustomed to creating people and things and places---with implied co... more Children in our culture are accustomed to creating people and things and places---with implied context---in their drawings. Since the first days they draw, parents will ask "who is that? Where are they? What are they doing?" From early on, children have learned through drawing to provide the information necessary for an audience to understand the story that is going on in their drawing. Conversely, learning how to contextualize an oral or written story in the absence of images is a much slower learning process for children, and children's ability to use language to communicate when and where their story takes place is considered a milestone in literacy development [Snow 1983].

Research paper thumbnail of WOW pod

CHI '10 Extended Abstracts on Human Factors in Computing Systems, 2010

WOW Pod is an immersive architectural solution for the advanced massive online role-playing gamer... more WOW Pod is an immersive architectural solution for the advanced massive online role-playing gamer that provides and anticipates all life needs. Inside, the player finds him/herself comfortably seated in front of the computer screen with easy-to-reach water, pre-packaged food, and a toilet conveniently placed underneath a built-in throne.

Research paper thumbnail of Hover

ACM SIGGRAPH 2002 conference abstracts and applications, 2002

This sketch presents Hover, a device that enhances remote telecommunication by providing a sense ... more This sketch presents Hover, a device that enhances remote telecommunication by providing a sense of the activity and presence of remote users. The motion of a remote persona is manifested as the playful movements of a ball floating in midair. Hover is both a communication medium and an aesthetic object.

Research paper thumbnail of Moving pictures

ACM SIGGRAPH 2005 Educators program on - SIGGRAPH '05, 2005

Moving Pictures Looking out / looking in Moving Pictures, a concept we are currently developing, ... more Moving Pictures Looking out / looking in Moving Pictures, a concept we are currently developing, is an accessible, robust multiuser unit and a set of physical tools that enables young users to explore, manipulate and share video content with others. This project involves a collaborative approach that supports social interaction in group work. It proposes exploration, methods and and a tangible tool set for creation of copresent video play. Background Moving Pictures extends Textable Movie, a graphical interface which takes text as input and allows users to improvise a movie in real-time. Media segments are automatically selected according to the users' own labelling. As the user types in a story, the media segments appear on the screen, connecting writers to past experiences they have captured in images. By improvising movie-stories and projecting them for others, young adults are challenged in their beliefs about other communities and their own.

Research paper thumbnail of Re-thinking real time video making for the museum exhibition space

ACM SIGGRAPH 2005 Posters on - SIGGRAPH '05, 2005

This poster presents a new approach to creating video stories at an art, science and technology e... more This poster presents a new approach to creating video stories at an art, science and technology exhibition. Within the context of an interactive exhibition space, dividing the tasks of recording and editing of digital media between production and post-production can be disruptive to the visitors' experience. Terraria is a graphical and tangible interface which synthesizes performance and editing into a simultaneous act. Pilot studies suggested that young users find this integrated interface engaging for the performance and visualization of movies in real time.

Research paper thumbnail of The texture of light

ACM SIGGRAPH 2006 Research posters on - SIGGRAPH '06, 2006

1 Abstract The Texture of Light is research on lighting principles and the exploration of life fe... more 1 Abstract The Texture of Light is research on lighting principles and the exploration of life feed video metamorphosis in the public space using reflection of light on transparent materials. The Texture of Light is an attempt to fight the boredom of everyday life. This project employs ...

Research paper thumbnail of Touch

CHI '07 Extended Abstracts on Human Factors in Computing Systems, 2007

ABSTRACT Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customiz... more ABSTRACT Touch·Sensitive is a haptic apparel that allows massage therapy to be diffused, customized and controlled by people while on the move. It provides individuals with a sensory cocoon. Made of modular garments, Touch·Sensitive applies personalized stimuli. We present the design process and a series of low fidelity prototypes that lead us to the Touch·Sensitive Apparel.