Pattie Maes
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Publications by Pattie Maes (bibliography)
» 2009 «
Zoran, Amit, Coppiardi, Marco, Aguilera, Paula and Maes, Pattie (2009): Physical heart in a virtual body. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3523-3524. Available online
In this video we present a special guitar that combines physical acoustic properties with virtual capabilities. A wooden resonator -- a unique, replaceable piece of wood that gives the guitar a unique acoustic sound, will embody the acoustical values. The acoustic signal created by this wooden heart will be digitally processed in a virtual sound box in order to create flexible sound design. The project shows that traditional values can be embedded into a digital object.
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Coelho, Marcelo, Hall, Lyndl, Berzowska, Joanna and Maes, Pattie (2009): Pulp-based computing: a framework for building computers out of paper. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3527-3528. Available online
In this video, we describe a series of techniques for building sensors, actuators and circuit boards that behave, look, and feel like paper. By embedding electro-active inks, conductive threads and smart materials directly into paper during the papermaking process, we have developed seamless composites that are capable of supporting new and unexpected application domains in ubiquitous and pervasive computing at affordable costs.
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Mistry, Pranav, Maes, Pattie and Chang, Liyan (2009): WUW -- wear Ur world: a wearable gestural interface. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4111-4116. Available online
Information is traditionally confined to paper or digitally to a screen. In this paper, we introduce WUW, a wearable gestural interface, which attempts to bring information out into the tangible world. By using a tiny projector and a camera mounted on a hat or coupled in a pendant like wearable device, WUW sees what the user sees and visually augments surfaces or physical objects the user is interacting with. WUW projects information onto surfaces, walls, and physical objects around us, and lets the user interact with the projected information through natural hand gestures, arm movements or interaction with the object itself.
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Coelho, Marcelo, Poupyrev, Ivan, Sadi, Sajid, Vertegaal, Roel, Berzowska, Joanna, Buechley, Leah, Maes, Pattie and Oxman, Neri (2009): Programming reality: from transitive materials to organic user interfaces. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4759-4762. Available online
Over the past few years, a quiet revolution has been redefining our fundamental computing technologies. Flexible E-Ink, OLED displays, shape-changing materials, parametric design, e-textiles, sensor networks, and intelligent interfaces promise to spawn entirely new user experiences that will redefine our relationship with technology. This workshop invites researchers and practitioners to imagine and debate this future, exploring two converging themes. Transitive Materials focuses on how emerging materials and computationally-driven behaviors can operate in unison blurring the boundaries between form and function, human body and environment, structures and membranes. Organic User Interfaces (OUI) explores future interactive designs and applications as these materials become commonplace.
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Coelho, Marcelo and Maes, Pattie (2009): Shutters: a permeable surface for environmental control and communication. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 13-18. Available online
» 2008 «
Wright, Alyssa, Maes, Pattie and Ishii, Hiroshi (2008): Social resonance: balancing reputation with tangible design. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3387-3392. Available online
New forms of tangible systems can be designed to leverage the strengths, and bridge the discrepancies, of reputation systems. This paper presents the ongoing design of a tangible reputation system, Social Resonance, that uses a wearable device to merge face-to-face interaction with online networking. Like its virtual counterparts, this system aims to make explicit the perspective of anonymous actors. Yet unlike online reputations, this system is negotiated through real-world action and signals. We present an overview of the system, including potential opportunities and related work, and conclude with future steps for analysis.
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Coelho, Marcelo, Ishii, Hiroshi and Maes, Pattie (2008): Surflex: a programmable surface for the design of tangible interfaces. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3429-3434. Available online
In this paper we describe Surflex, a programmable surface for the design and visualization of physical forms. Surflex combines the physical properties of shape-memory alloy and foam to create a surface that can be electronically controlled to deform and gain new shapes. We describe implementation details, the possibilities enabled by the use of smart materials and soft mechanics in human computer interaction, as well as future applications for this technology.
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Mistry, Pranav and Maes, Pattie (2008): Intelligent sticky notes that can be searched, located and can send reminders and messages. In: Proceedings of the 2008 International Conference on Intelligent User Interfaces 2008. pp. 425-426. Available online
We present 'Quickies: Intelligent Sticky Notes', an attempt to bring one of the most useful inventions of the 20th century into the digital age: the ubiquitous sticky notes. Sticky notes help us manage our-to-do lists, tag our objects and documents and capture short reminders or information that we may need in the near future. 'Quickies' enrich the experience of using sticky notes by allowing them to be tracked and managed more effectively. Quickies are stickies that have intelligence and the ability to remind us about the task we ought to perform or to provide us at the right time with the information we captured in the past. The project explores how the use of Artificial Intelligence, RFID, and ink recognition technologies can make it possible to create intelligent sticky notes that can be searched, located, can send reminders and messages, and more broadly, can help us to seamlessly connect our physical and digital experiences.
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Coelho, Marcelo and Maes, Pattie (2008): Sprout I/O: a texturally rich interface. In: Schmidt, Albrecht, Gellersen, Hans, Hoven, Elise van den, Mazalek, Ali, Holleis, Paul and Villar, Nicolas (eds.) TEI 2008 - Proceedings of the 2nd International Conference on Tangible and Embedded Interaction February 18-20, 2008, Bonn, Germany. pp. 221-222. Available online
» 2007 «
Costanza, Enrico, Inverso, Samuel A., Allen, Rebecca and Maes, Pattie (2007): Intimate interfaces in action: assessing the usability and subtlety of emg-based motionless gestures. In: Proceedings of ACM CHI 2007 Conference on Human Factors in Computing Systems 2007. pp. 819-828. Available online
Mobile communication devices, such as mobile phones and networked personal digital assistants (PDAs), allow users to be constantly connected and communicate anywhere and at any time, often resulting in personal and private communication taking place in public spaces. This private -- public contrast can be problematic. As a remedy, we promote intimate interfaces: interfaces that allow subtle and minimal mobile interaction, without disruption of the surrounding environment. In particular, motionless gestures sensed through the electromyographic (EMG) signal have been proposed as a solution to allow subtle input in a mobile context. In this paper we present an expansion of the work on EMG-based motionless gestures including (1) a novel study of their usability in a mobile context for controlling a realistic, multimodal interface and (2) a formal assessment of how noticeable they are to informed observers. Experimental results confirm that subtle gestures can be profitably used within a multimodal interface and that it is difficult for observers to guess when someone is performing a gesture, confirming the hypothesis of subtlety.
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Merrill, David, Kalanithi, Jeevan and Maes, Pattie (2007): Siftables: towards sensor network user interfaces. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007. pp. 75-78. Available online
This paper outlines Siftables, a novel platform that applies technology and methodology from wireless sensor networks to tangible user interfaces in order to yield new possibilities for human-computer interaction. Siftables are compact devices with sensing, graphical display, and wireless communication. They can be physically manipulated as a group to interact with digital information and media. We discuss the unique affordances that a sensor network user interface (SNUI) such as Siftables provides, as well as the resulting directness between the physical interface and the data being manipulated. We conclude with a description of some gestural language primitives that we are currently prototyping with Siftables.
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Sadi, Sajid and Maes, Pattie (2007): Meta-Modelling, Visual Languages, Graph Transformation, Operational Semantics. In: VL-HCC 2007 - IEEE Symposium on Visual Languages and Human-Centric Computing 23-27 September, 2007, Coeur dAlene, Idaho, USA. pp. 171-174. Available online
Merrill, David and Maes, Pattie (2007): Augmenting Looking, Pointing and Reaching Gestures to Enhance the Searching and Browsing of Physical Objects. In: LaMarca, Anthony, Langheinrich, Marc and Truong, Khai N. (eds.) PERVASIVE 2007 - Pervasive Computing 5th International Conference May 13-16, 2007, Toronto, Canada. pp. 1-18. Available online
» 2006 «
Costanza, Enrico, Inverso, Samuel A., Pavlov, Elan, Allen, Rebecca and Maes, Pattie (2006): eye-q: eyeglass peripheral display for subtle intimate notifications. In: Proceedings of 8th conference on Human-computer interaction with mobile devices and services 2006. pp. 211-218. Available online
Mobile devices are generally used in public, where the user is surrounded by others not involved in the interaction. Audible notification cues are often a cause of unnecessary disruption and distraction both for co-located people and even for the user to whom they are directed. We present a wearable peripheral display embedded in eyeglasses that delivers subtle, discreet and unobtrusive cues. The display is personal and intimate; it delivers visual cues in the wearers' periphery without disrupting their immediate environment. A user study conducted to validate the design reveals that the display is effective and subtle in notifying users. Experimental results show, with significance, that the cues can be designed to meet specific levels of visibility and disruption for the wearer, so that some cues are less noticeable when the user is not under high workload, which is highly desirable in many practical circumstances. Hence, peripheral notification displays can provide an effective solution for designing socially acceptable notification displays, unobtrusive to the user and the immediate environment.
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Costanza, Enrico, Inverso, Samuel A., Pavlov, Elan, Allen, Rebecca and Maes, Pattie (2006): eye-q: eyeglass peripheral display for subtle intimate notifications. In: Nieminen, Marko and Röykkee, Mika (eds.) Proceedings of the 8th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2006 September 12-15, 2006, Helsinki, Finland. pp. 211-218. Available online
» 2005 «
Maes, Pattie (2005): Attentive objects: enriching people's natural interaction with everyday objects. In Interactions, 12 (4) pp. 45-48
» 2004 «
Liu, Hugo and Maes, Pattie (2004): What would they think?: a computational model of attitudes. In: Nunes, Nuno Jardim and Rich, Charles (eds.) International Conference on Intelligent User Interfaces 2004 January 13-16, 2004, Funchal, Madeira, Portugal. pp. 38-45. Available online
A key to improving at any task is frequent feedback from people whose opinions we care about: our family, friends, mentors, and the experts. However, such input is not usually available from the right people at the time it is needed most, and attaining a deep understanding of someone else's perspective requires immense effort. This paper introduces a technological solution. We present a novel method for automatically modeling a person's attitudes and opinions, and a proactive interface called "What Would They Think?" which offers the just-in-time perspectives of people whose opinions we care about, based on whatever the user happens to be reading or writing. In the application, each person is represented by a "digital persona," generated from an automated analysis of personal texts (e.g. weblogs and papers written by the person being modeled) using natural language processing and commonsense-based textual-affect sensing. In user studies, participants using our application were able to grasp the personalities and opinions of a panel of strangers more quickly and deeply than with either of two baseline methods. We discuss the theoretical and pragmatic implications of this research to intelligent user interfaces.
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» 2000 «
Zacharia, Giorgos, Moukas, Alexandros, Boufounos, Petros and Maes, Pattie (2000): Dynamic Pricing in a Reputation Brokered Agent Mediated Knowledge Marketplace. In: HICSS 2000 2000. . Available online
» 1999 «
Wexelblat, Alan and Maes, Pattie (1999): Footprints: History-Rich Tools for Information Foraging. In: Altom, Mark W. and Williams, Marian G. (eds.) Proceedings of the ACM CHI 99 Human Factors in Computing Systems Conference May 15-20, 1999, Pittsburgh, Pennsylvania. pp. 270-277. Available online
Inspired by Hill and Hollan's original work [7], we have been developing a theory of interaction history and building tools to apply this theory to navigation in a complex information space. We have built a series of tools -- map, paths, annotations and signposts -- based on a physical-world navigation metaphor. These tools have been in use for over a year. Our user study involved a controlled browse task and showed that users were able to get the same amount of work done with significantly less effort.
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Dyke, Neil W. Van, Lieberman, Henry and Maes, Pattie (1999): Butterfly: A Conversation-Finding Agent for Internet Relay Chat. In: Maybury, Mark T. (ed.) International Conference on Intelligent User Interfaces 1999 January 5-8, 1999, Redondo Beach, California, USA. pp. 39-41. Available online
The Internet enables groups of people throughout the world to interact to discuss issues, get assistance, learn, and socialize. However, when there are thousands of loosely defined groups in which a user could potentially participate, the problem becomes finding the groups of most interest. In this paper we focus on the domain of Internet Relay Chat real-time text messaging, and describe a "social butterfly" agent called Butterfly that samples available conversational groups and recommends ones of interest. We discuss Butterfly's motivation, usage, real-world design constraints, implementation, and results. Finally, we introduce work in progress on a multi-agent approach that has grown out of our experience with Butterfly.
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Zacharia, Giorgos, Moukas, Alexandros and Maes, Pattie (1999): Collaborative Reputation Mechanisms in Electronic Marketplaces. In: HICSS 1999 1999. . Available online
Maes, Pattie, Guttman, Robert H. and Moukas, Alexandros (1999): Agents That Buy and Sell. In Communications of the ACM, 42 (3) pp. 81-91
» 1997 «
Shneiderman, Ben and Maes, Pattie (1997): Direct Manipulation vs Interface Agents. In Interactions, 4 (6) pp. 42-61
Maes, Pattie (1997): Intelligent Software. In: Moore, Johanna D., Edmonds, Ernest and Puerta, Angel R. (eds.) International Conference on Intelligent User Interfaces 1997 January 6-9, 1997, Orlando, Florida, USA. pp. 41-43. Available online
Maes, Pattie (1997): On Software Agents: Humanizing the Global Computer (Interview). In IEEE Internet Computing, 1 (4) pp. 10-19
» 1995 «
Shardanand, Upendra and Maes, Pattie (1995): Social Information Filtering: Algorithms for Automating "Word of Mouth". In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 210-217. Available online
This paper describes a technique for making personalized recommendations from any type of database to a user based on similarities between the interest profile of that user and those of other users. In particular, we discuss the implementation of a networked system called Ringo, which makes personalized recommendations for music albums and artists. Ringo's database of users and artists grows dynamically as more people use the system and enter more information. Four different algorithms for making recommendations by using social information filtering were tested and compared. We present quantitative and qualitative results obtained from the use of Ringo by more than 2000 people.
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Maes, Pattie (1995): Artificial Life Meets Entertainment: Lifelike Autonomous Agents. In Communications of the ACM, 38 (11) pp. 108-114
» 1994 «
Maes, Pattie (1994): Agents that Reduce Work and Information Overload. In Communications of the ACM, 37 (7) pp. 30-40
» 1993 «
Kozierok, Robyn and Maes, Pattie (1993): A Learning Interface Agent for Scheduling Meetings. In: Gray, Wayne D., Hefley, William and Murray, Dianne (eds.) International Workshop on Intelligent User Interfaces 1993 January 4-7, 1993, Orlando, Florida, USA. pp. 81-88. Available online
This paper describes a Learning Interface Agent for a meeting scheduling application. The agent employs Machine Learning techniques to customize itself to the user's personal scheduling rules and preferences by observing the user's actions and receiving direct user-feedback. Our approach provides the user with sophisticated control over the gradual delegation of scheduling tasks to the agent, as a trust relationship is built. We report upon an experiment in which a collection of such assistants became gradually more helpful to their users through the use of memory-based and reinforcement learning. The experimental data reported upon demonstrate that the learning approach to building intelligent interface agents is a very promising one which has several advantages over more standard approaches.
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Mar 19th, 2010
Changes to this page (author)
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