This is the program from April 20th, 2010, preserved for historical reference.
The program includes several different types of sessions. Panels, workshops, tutorials, and brainstorms are 60 minutes. Presentations are 30 minutes.
Demos and posters are 60 minutes, and happen concurrently.
Note that the Brainstorms "Design for Improvisation" and "ColorCode" had to be canceled due to travel issues caused by the volcanic activity in Iceland.
| silverman | 525 | multi-purpose room | auditorium |
10:00-11:00 |
What are the values that drive your research?
Panel
Frank Moss, Roz Picard, Deb Roy
We will ask the panelists to discuss why they chose to be researchers, how and why they chose their fields of research, plusses and minuses of collaboration, any hot buttons on research ethics/morality, balancing incentives : making money vs changing the world
What are the values that drive your research?
Panel
Frank Moss, Roz Picard, Deb Roy
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Divisi and ConceptNet
Tutorial
Kenneth Arnold, Rob Speer, Catherine Havasi
ConceptNet and Divisi can help you make computers smarter by teaching them something about the world we live in and how we talk about it. We'll show how you can use these tools yourself, with examples in breadth and in depth. Finally, we'll brainstorm about intelligent applications that you might be able to make using this kind of technology.
Divisi and ConceptNet
Tutorial
Kenneth Arnold, Rob Speer, Catherine Havasi
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The Charms Offensive: Directory and Wayfinding System at the MIT Media Lab
Brainstorm
Boris Kizelshteyn, Polychronis Ypodimatopoulos, Rick Borovoy, Chaki Ng, Greg Elliot
Have you seen all the new directory screens around the lab? Have some great ideas on how they can be used? Come meet the team developing this next generation building interface, see what we're planning for sponsor week Spring and give us your valuable input on what works and what doesn't. We have big plans around RFID, interaction design, indoor locating and more. The workshop will start with a brief demo introducing the status of the project and the technology involved followed by a lively discussion on how you would like to see the people, places and projects of the Media Lab represented in our directory system.
The Charms Offensive: Directory and Wayfinding System at the MIT Media Lab
Brainstorm
Boris Kizelshteyn, Polychronis Ypodimatopoulos, Rick Borovoy, Chaki Ng, Greg Elliot
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Novel imaging techniques and inverse problems
Tutorial
Ramesh Raskar, Rohit Pandharkar
For decades, people have been following Shannon's sampling theorem. Recently it has been shown that Shannon's sampling theorem is not the exact restraint on sampling, you can actually under sample data and still recover the whole signal. Researchers have now built a "Single Pixel camera", and "faster MRI machines", "Super efficient geothermal detectors" using the sparse representations and L1 minimizations. This is one of the most important buzz words you should know about if your work involves capturing signals. Come, understand what compressive sensing is, and apply it to your own research. you can apply it in image capture, video capture, gestural trace capture, multi spectral data, thermal imaging, scanning, peak detection and what not, and reduce the number measurements required.
Novel imaging techniques and inverse problems
Tutorial
Ramesh Raskar, Rohit Pandharkar
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11:15-12:15 |
How do you manage to be creative?
Panel
Henry Lieberman, Hiroshi Ishii, and JB Labrune
What is creativity at the Media Lab? People often point to the Lab as a creative place, but how do we do it? What is the relationship between creativity in the scientific and artistic parts of what we do? Often, creativity involves looking at familiar subjects in unfamiliar ways. Whether it's viewing atoms as bits, or viewing knowledge as bits, looking at things in new ways can spark ideas. Come discuss your views on creativity at the Lab with us.
How do you manage to be creative?
Panel
Henry Lieberman, Hiroshi Ishii, and JB Labrune
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Augmented Reality Research
Panel
Pattie Maes, Pranav Mistry, Natan Linder, Jaewoo Chung, Ig-Jae Kim
The purpose of this panel is to give an overview of all the augmented reality work going on at the lab and to allow the audience and panelists to ask some critical questions regarding AR's opportunities and limitations.
Augmented Reality Research
Panel
Pattie Maes, Pranav Mistry, Natan Linder, Jaewoo Chung, Ig-Jae Kim
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Fabricating the Future
Brainstorm
David Carr
In 2010 we stand on the cusp of the personal fabrication era. New fabrication technologies and machines with greater capabilities at a lower price promise to drastically alter the way that many personal objects are designed and manufactured. In this brainstorm come explore the state of the art in personal fabrication, and help invent new applications and business models it makes possible. We'll also cover several current and past Media Lab projects that touch various aspects of personal fabrication. Lastly, we'll look at a hole in current personal fabrication landscape that I believe the Media Lab is uniquely suited to address.
Fabricating the Future
Brainstorm
David Carr
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1:30-2:30 |
Konbit
Demo
Aaron Zinman, Greg Elliott
Konbit is a service that helps communities rebuild themselves after a crisis by indexing the skill sets of local residents, allowing NGOs to find and employ them. The service is usable both by literate and illiterate locals, and uses a self- healing dynamic network to improve skill indexes over time. Haitians, their diaspora, and the international community can volunteer their skills via phone, SMS, or web. Skills can then be searched in real- time and location by NGOs such as The American Red Cross, Partners-in-Health, and others. We provide an advanced search for potential workers through advanced data mining, annotation, and the ability for multiple organizations to coordinate. Once potential labor is found, we streamline the process of contacting them through SMS. Our statistical data mining helps NGOs find who they are looking for faster, and we have several methods that help assure quality of potential laborers.
Konbit
Demo
Aaron Zinman, Greg Elliott
Virtual physical therapy using wearable sensors
Demo
Clark Freifeld, Sai Moturu, Stacy Nemeroff
We have a developed a prototype system to help patients with home physical therapy exercises. The system aims to turn boring, repetitive exercises into an engaging game-like experience, at the same time capturing precise data, providing real time feedback, and making all information accessible to both patient and clinician. The system currently uses wearable Wii remotes, but will incorporate more lightweight sensors in future versions. The current system is shown in the following video: http://newmed.media.mit.edu/iap/ We plan to improve it between now and Research@ML but would particularly like feedback from Media Lab game design experts as well as other interested participants on how to make the experience fun and engaging for the user.
Virtual physical therapy using wearable sensors
Demo
Clark Freifeld, Sai Moturu, Stacy Nemeroff
Transferring Atoms to Bits with Collapsible Devices
Demo
Jinha Lee
What would it be like to reach into a screen and manipulate virtual objects as in real world. We present Beyond, a novel collapsible input device for direct 3D manipulation. When pressed against a screen, Beyond collapses in the physical world and extends into the digital space of the screen, such that users can have an illusion that they are inserting the tool into the virtual space. Beyond allows users to directly interact with 3D media, avoiding inconsistencies of input and output without having to wear special glasses. Users can select, draw, and sculpt in 3D virtual space and seam- lessly transition between 2D and 3D manipulation. We de- scribe detailed interaction techniques, implementation and application scenarios focused on geometric design and prototyping.
Transferring Atoms to Bits with Collapsible Devices
Demo
Jinha Lee
Eyes Up: Interactive Tangible-Digital Puzzles for Learning about Eyes
Demo
Micah Eckhardt
ur goal is to develop a physical, tangible-digital puzzle game, Frame It, that can be used by any child, with the purpose of facilitating teaching or therapy through playful interaction while recording play characteristics. In particular, we seek to develop a game that will be able to affect the visual-scanning behavior and expression recognition ability of children diagnosed with ASD. Frame It requires the player to construct a puzzle of a person's eye region and then assign an expression label to that region.
Eyes Up: Interactive Tangible-Digital Puzzles for Learning about Eyes
Demo
Micah Eckhardt
Mouseless - an invisible mouse
Demo
Pranav Mistry, Liyan Chang
As the computer mouse has remained largely unchanged over the last decades, human users have become increasingly proficient at operating a two button mouse. Mouseless is an invisible computer mouse that provides the familiarity of interaction of a physical mouse, without actually having a real mouse.
Mouseless - an invisible mouse
Demo
Pranav Mistry, Liyan Chang
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After ML: Job search with an unique resume
Panel
Ernesto C. Martinez-Villalpando, Sajid Sadi
The Media Lab attracts people with unique experiences, and provides a generalist education that allows them to excel in many different types of position. However, this poses unique challenges for the job search process, because it is difficult for employers to figure out what type of position a Media Lab graduate would excel in. Additionally, the Lab has traditionally not been very active in placing students. In this panel, we will invite a diverse set of speakers to discuss the various approaches and aspects of life after the Lab, as well as ongoing efforts to better support students after they graduate.
After ML: Job search with an unique resume
Panel
Ernesto C. Martinez-Villalpando, Sajid Sadi
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Social networks for heirloom electronics
Presentation
John Kestner
At this point in pervasive computing, we are surrounded by a slipshod network of devices that try to support us, but they are complex to operate, or limited in ability. We need to rethink the interactions within this frustrating relationship between humans and their electronic objects.
I present a human-centric vision of computing, in which meaningful everyday objects serve as human interface; logic resides on the network; and Twitter provides the transport and protocol that ties the many discrete parts together into manageable, flexible applications. A physical object-oriented approach could lead to crafting enduring electronic objects, decentralized "products" that evolve from simple rules applied to many objects, and civil integrations of computing into our environments.
Social networks for heirloom electronics
Presentation
John Kestner
OnObject: Create Your Own Gesture Interface with Clay
Presentation
Keywon Chung
Using wearable RFID and motion sensor, OnObject lets you transform any situated objects and surfaces into gestural interface by simply attaching a tiny RFID tag on them. More excitingly, creative brainstormers and parents can sculpt their product ideas in clay or Lego, and make them interactive in a matter of minutes by tagging them. We will present the idea behind this project in progress, demo videos, and discuss the concept of "appropriation by attachment" via physical tagging and gesture recognition.
OnObject: Create Your Own Gesture Interface with Clay
Presentation
Keywon Chung
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2:45-3:45 |
What defines (or should define) a Media Lab degree
Panel
Deb Roy, Hiroshi Ishii, Pattie Maes, Andy Lippman
We will discuss the following questions:
1. What is the MAS curriculum? Given the lack of required classes, is there a common/shared intellectual core associated with the degree?
2. What are the criteria for successful completion of an MAS degree? How do the requirements change from masters to PhD?
3. What kind of career paths does a MAS degree prepare you for?
What defines (or should define) a Media Lab degree
Panel
Deb Roy, Hiroshi Ishii, Pattie Maes, Andy Lippman
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FAB for Kids
Brainstorm
Sean Follmer, JB Labrune, David Robert, Natan Linder, Marcelo Coelho, David Cranor, David Carr, Keywon Chung, Jay Silver
How can we create tools to empower children to make things. With rapid prototyping tools becoming more and more accessible, how can we design interfaces that children can easily use to harness these tools. We will explore the future of interfaces for FAB but also envision new types of FAB machines that might be more kid friendly. Easy bake oven of the future, play dough plotters, edible toys.
FAB for Kids
Brainstorm
Sean Follmer, JB Labrune, David Robert, Natan Linder, Marcelo Coelho, David Cranor, David Carr, Keywon Chung, Jay Silver
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Come talk to others doing social computing research at the Lab
Brainstorm
Andres Monroy-Hernandez, Benjamin Mako Hill, Aaron Zinman, Taemie Kim Drew Harry, Andrea Colaco
This will be an informal discussion where students and faculty are invited to talk about social computing research at the lab. Some of us will present our ongoing work in order to bring up issues such as: 1. What is social computing and what are the kind of research questions it addresses? 2. What is the past, present and future of this type of research at the Lab? 3. What are the common research methodologies used in this area? 4. How do you balance between building, managing and analyzing systems?
Come talk to others doing social computing research at the Lab
Brainstorm
Andres Monroy-Hernandez, Benjamin Mako Hill, Aaron Zinman, Taemie Kim Drew Harry, Andrea Colaco
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Camera 2.0
Presentation
Rohit Pandharkar, Roarake Hortsmeyer, Kevin Chiu
Research from the camera culture group focuses on next generation imaging technologies: including looking around the corner, low cost devices to find eye prescriptions, graphical rendering of diffraction effects, slow, fluorescent displays for the future, portable tomography machines etc. We will talk about the basics of future imaging using these current research updates from the group and talk about how it has the potential to change the imaging media landscape. We will also talk about visual social computing: why next billion cell phone cameras will make people power important.
Camera 2.0
Presentation
Rohit Pandharkar, Roarake Hortsmeyer, Kevin Chiu
A Market Economy of Trips
Presentation
Dimitris Papanikolaou
One-way vehicle sharing systems are decentralized urban mobility networks of vehicles and parking stations; users can pick up a vehicle from any station and return it to any other station. However, due to asymmetric demand patterns, eventually all vehicles are ending at the stations with no demand. Existing policies use trucks to redistribute vehicles, which is a complex, inefficient, and unsustainable solution. We present a new strategy that uses price incentives to motivate users to redistribute vehicles, and an intuitive user interface to communicate location-based price information. Similarly to a market economy, prices adjust to parking needs. There are no trucks, nor employees involved in the fleet redistribution; just users. This research explains decision-making in dynamically priced mobility systems, and explores the circumstances under which such strategy can make up a self sustainable system. We develop a computational framework using System Dynamics and Game Theory that models system behavior which will be used to determine optimum pricing policy, number of parking stations, and number of vehicles for having a stable yet profitable system.
A Market Economy of Trips
Presentation
Dimitris Papanikolaou
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4:00-5:00 |
Getting into Academia
Panel
Ramesh Raskar, Pattie Maes, Leah Buechley
How do you prepare for your post-graduate career? We will discuss many topics, such as balancing breadth versus depth of your research, and learn from faculty search committee members about the interview process. Please bring your questions!
Getting into Academia
Panel
Ramesh Raskar, Pattie Maes, Leah Buechley
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Sharing Research Software: Letting the world use your code
Panel
Catherine Havasi, Rob Speer, Kenneth Arnold, Jon Ferguson, Henry Holtzman
Lots of us end up writing new, interesting software to implement our research ideas. Why keep it to yourself? Releasing your software makes sponsors happy, helps advance your field of research, and helps out other students who can then use your stuff. But issues like repository hosting, distribution, community-building, IP concerns, etc. can all get in the way. We'd like to share experiences with deploying and maintaining software with other groups, and facilitate a conversation about how to make your code have the most impact. We'll also talk about some particular lab-wide resources for sharing your software.
Sharing Research Software: Letting the world use your code
Panel
Catherine Havasi, Rob Speer, Kenneth Arnold, Jon Ferguson, Henry Holtzman
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Immersive Full Body Interaction Brainstorm
Brainstorm
Seth Hunter, Pol Pla
How can we use computer vision and wearable technologies to encourage full body interaction with digital content? In the areas of social games, improvised interaction, playful spaces, creative composition, participatory simulation, and interactive art we survey historical and related full body work, and discuss solutions to overcoming environmental constraints, and encouraging interface development for active play and locomotion.
Immersive Full Body Interaction Brainstorm
Brainstorm
Seth Hunter, Pol Pla
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Insights into Social Networks in Organizations
Presentation
Ben Waber
I will discuss the deployment of a wearable computing research platform for measuring and analyzing social networks in three unique, naturalistic, organizational settings. This Sociometric badge is capable of automatically measuring the amount of face-to-face interaction, conversational time, physical proximity to other people, and physical activity levels using social signals derived from vocal features, body motion, and relative location to capture individual and collective patterns of behavior. In this talk I will detail the technical aspects of the Sociometric badge as well our discoveries and their implications for organizations.
Insights into Social Networks in Organizations
Presentation
Ben Waber
Research Methodology: What do you Need to Make a Real Impact?
Presentation
Elliott Hedman, Coco Krumme, Matthew Goodwin
In order to design effective experiments and be critical consumers of research, investigators need to be able to generate relevant hypotheses, select appropriate research designs, compute proper statistics, and effectively communicate findings. This mini-lecture will emphasize the importance of research design and the many false assumptions about "good" research. A discussion will follow, brainstorming what tools and skills media lab students would like to better learn for their own research projects. Participants are encouraged to bring their own research projects and obstacles. This discussion is part of the BRMS initiative: http://brms.media.mit.edu
Research Methodology: What do you Need to Make a Real Impact?
Presentation
Elliott Hedman, Coco Krumme, Matthew Goodwin
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