Number of co-authors:32
Number of publications with 3 favourite co-authors:Jesse C. Smith:Teresa M. Smith:Carol J. Bales:
Ellen Yi-Luen Do's 3 most productive colleagues in number of publications:Mark Billinghurst:92Michael Eisenberg:34Mark D. Gross:31
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Publications by Ellen Yi-Luen Do (bibliography)
Davis, Nicholas, Do, Ellen Yi-Luen, Gupta, Pramod and Gupta, Shruti (2011): Computing harmony with PerLogicArt: perceptual logic inspired collaborative art. In: Proceedings of the 2011 Conference on Creativity and Cognition 2011. pp. 185-194. Available online
This paper proposes a new model of perception called Perceptual Logic and applies it to the domain of art to understand artistic style. We describe style in terms of affordances, or ways in which an artist can interact with and contribute to an artwork. Different types of Perceptual Logic are found to influence the perceived affordances of an artwork. We present a computational collaborative art program called PERLOGICART that uses a computational model of Perceptual Logic to learn an artist's style through collaboration. The research is conducted using a practice-based method -- we are working on building an interactive tool to support the making of artworks and the understanding of the creative process at the same time. PERLOGICART is a compelling interactive artwork as well as a valuable research tool that records and categorizes the creative process in a systematic manner.
© All rights reserved Davis et al. and/or ACM Press
Joung, Hae youn and Do, Ellen Yi-Luen (2011): Study of affective communication method in tactile hand gesture feedback. In: Proceedings of the 2011 Conference on Creativity and Cognition 2011. pp. 351-352. Available online
We are interested in the usability of haptic hand gestures in emotional online communication. To investigate how different emotions are associated with different tactile hand gestures, we built a tactile user interface device to record parameters of hand gestures exerted on it such as the hand gesture intensity, temporal frequency, spatial frequency and pattern correlation to be used as the source of information to access emotions. We observed the behavioral aspects of tactile hand gestures used for emotional interaction through the sensory input device and analyzed the data using a model-based analysis tool. The obtained gestures are categorized into the groups defined by the tactile signal parameters. Based on the findings of this research, we show a possibility that the tactile hand gesture-to-emotion map can be used to enable affective on-line communication. We are applying the relationships between tactile hand gestures and emotions to emotional online communication devices.
© All rights reserved Joung and Do and/or ACM Press
Lu, Szu-Chia, Wu, Andy and Do, Ellen Yi-Luen (2011): mediPuppet: an interactive comforting companion for children while visiting a doctor. In: Proceedings of the 2011 Conference on Creativity and Cognition 2011. pp. 367-368. Available online
Young children often feel anxious when visiting the doctors. This paper presents mediPuppet, an interactive companion with an exploratory procedure map designed to help children feel more relaxed and comfortable during their medical procedure. The ultimate goal of this study is to transform an intimidating stressful situation into a joyful exploring game for children during hospital visits.
© All rights reserved Lu et al. and/or ACM Press
Duh, Henry Been-Lirn, Do, Ellen Yi-Luen, Billinghurst, Mark, Quek, Francis and Chen, Vivian Hsueh-hua (2010): Senior-friendly technologies: interaction design for senior users. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4513-4516. Available online
The elderly represent a valid group of users who can potentially benefit greatly from engaging with technology, such as healthcare systems or playing digital games. Yet, less attention has been given to the significance of senior citizens as technology users, as compared to the common younger population. In an effort to fill in the gap, this workshop aims to investigate the design of technology for senior citizens. To provide for more focused, thus more productive discussion, we will use elderly mobile phone games as a case in point here. The overarching objective is to understand what can help to make for better and more meaningful use of interactive applications and technology by the elderly, for instance, games on the mobile phone.
© All rights reserved Duh et al. and/or their publisher
Weller, Michael Philetus, Gross, Mark D. and Do, Ellen Yi-Luen (2009): Tangible sketching in 3D with posey. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3193-3198. Available online
Posey is a physical construction kit that is instrumented to capture assembly and configuration information and convey it to a host computer. We have used Posey to build applications that deploy a reconfigurable physical model as a tangible interface for various domains. We demonstrate these applications to support a case for computationally enhanced construction kits as a semi-general interaction modality.
© All rights reserved Weller et al. and/or ACM Press
Huang, Yingdan, Gross, Mark D., Do, Ellen Yi-Luen and Eisenberg, Michael (2009): Easigami: a reconfigurable folded-sheet TUI. 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. 107-112. Available online
Mansour, Anna, Barve, Mugdha, Bhat, Sushama and Do, Ellen Yi-Luen (2009): MunchCrunch: a game to learn healthy-eating heuristics. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 166-169. Available online
Children and adolescents are at an age where they are beginning to gain autonomy over choosing the foods they eat, yet may not have adequate support or information to make informed choices. This paper describes the design of a heuristic-based health game called MunchCrunch to help this age group learn more about healthy and unhealthy foods to develop balanced eating habits.
© All rights reserved Mansour et al. and/or ACM Press
Weller, Michael Philetus, Do, Ellen Yi-Luen and Gross, Mark D. (2009): State machines are child's play: observing children ages 9 to 11 playing Escape Machine. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 170-173. Available online
We developed Escape Machine, a puzzle game in which children control the behavior of characters in a maze by manipulating a tangible state machine built with Posey, our computationally-enhanced hub-and-strut construction kit. We observed children ages nine to eleven playing the game in several sessions. The qualitative results of this observation validate the promise of Posey and Escape Machine to engage children in manipulating algorithmic specifications for behavior.
© All rights reserved Weller et al. and/or ACM Press
Joyner, David, Wu, Chih-Sung (Andy), Wu, Chih-Sung (Andy), Do, Ellen Yi-Luen and Do, Ellen Yi-Luen (2009): Tangible optical chess: a laser strategy game on an interactive tabletop. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 278-279. Available online
This paper presents Tangible Tracking Table, an interactive tabletop display, and Optical Chess, a strategy game. We discuss the design and implementation of both systems and report our evaluation game play sessions with young adults, with a special focus on how the Tangible Tracking Table enhances interaction over a point-and-click interface.
© All rights reserved Joyner et al. and/or ACM Press
Shen, Yang-Ting and Do, Ellen Yi-Luen (2009): Making digital leaf collages with blow painting!. In: Proceedings of the 4th International Conference on Tangible and Embedded Interaction 2009. pp. 265-268. Available online
We present a novel play interface called Blow Painting that enables people to create leaf collage paintings on a digital canvas by blowing at a toy windmill. The toy windmill detects the blowing action and direction with its embedded microphone and rotation sensor. Four kinds of leaf "stencils" (Red Maple, Sugar Maple, Hickory and White Oak) are embedded in the transparent RFID sheets to be placed under the windmill for the play interaction. We describe the motivation, system components, an informal pilot test, and discuss directions for future work.
© All rights reserved Shen and Do and/or their publisher
Smith, Jesse C., Smith, Teresa M. and Do, Ellen Yi-Luen (2009): Alcohol and creativity: a pilot study. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 147-154. Available online
In this paper, we describe the design, execution, and results of a study of the effects of alcohol consumption on creativity. We are specifically interested in myths surrounding alcohol and creativity; one's view of self as a creative being; and the effects of alcohol on inhibition and perception of creativity.
© All rights reserved Smith et al. and/or their publisher
Bales, Carol J. and Do, Ellen Yi-Luen (2009): Managing information in a creative environment. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 353-354. Available online
Prior knowledge and domain expertise are key to successful design and creativity. New digital workspaces should support the management of ever-increasing amounts of digital information and design artifacts as well as support collaboration during the creative process. In this paper, we present the findings of an observational study describing how expert designers organize and utilize information in their design workspaces throughout the initial creative phases of problem-structuring and high level design. We describe how these findings could inform further study in mixed reality creative environments.
© All rights reserved Bales and Do and/or their publisher
Zamora, Paula Gomez and Do, Ellen Yi-Luen (2009): Design patterns in creative design processes. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 373-374. Available online
The paper presents the analysis of nine architects design processes with different design experience and expertise levels. The main goal is to visualize and analyze patterns between their design processes, design phases, design iterations, and software used to support creative process in every design phase. This study focused on four major components for analysis: lengths of design processes, naming of design phases, flows of design directions, and the number and types of software used in each phase. The future goal is to investigate whether specific software capabilities would increase or hinder creative behavior patterns during the design process.
© All rights reserved Zamora and Do and/or their publisher
Lee, Seunghyun and Do, Ellen Yi-Luen (2009): The effects of computing technology in creative design tasks: a case study of design collaboration. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 387-388. Available online
We present two empirical studies of two pairs of students collaborating on two small product design sessions in both face-to-face and distributed settings while using computer-mediated communication technologies and a collaborative virtual environment. The study shows that teams spent more time working together when using programs that support shared sketching capabilities or shared viewing of 3D objects.
© All rights reserved Lee and Do and/or their publisher
Shen, Yang-Ting and Do, Ellen Yi-Luen (2009): Fun with blow painting!: making leaf collages by blowing at toy windmill. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 437-438. Available online
Blow Painting is a novel play interaction that enables children to blow at a toy windmill to create collage paintings of leaves on a digital canvas. The windmill is embedded with a microphone (to detect the blowing action) and a rotation sensor (to detect the blowing direction). Four kinds of leaves (Red Maple, Sugar Maple, Hickory and White Oak) are embedded inside transparent RFID sheets that can be placed under the windmill to provide different leaf "stencils" for the Blow Paining game.
© All rights reserved Shen and Do and/or their publisher
Weller, Michael Philetus and Do, Ellen Yi-Luen (2009): Exploring architectural robotics with the human hive. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 439-440. Available online
We present an activity we developed to demonstrate bottom-up form construction, the human hive. Participants team up to construct a hive structure from large interlocking cardboard blocks. Each participant is given a visual rule that describes where new cells should be added to the hive. The design of these rules guides the form of the structure that emerges from this uncoordinated activity. Bottom-up, distributed methods for specifying physical forms and behaviors are central to the emerging field of architectural robotics that deals with designing objects composed of self-reconfiguring materials.
© All rights reserved Weller and Do and/or their publisher
Weller, Michael Philetus, Do, Ellen Yi-Luen and Gross, Mark D. (2008): Escape machine: teaching computational thinking with a tangible state machine game. In: Proceedings of ACM IDC08 Interaction Design and Children 2008. pp. 282-289. Available online
We present a methodology for building objects-to-think-computationally-with and illustrate its application in developing our Escape Machine game. The input mechanism for this game is a tangible state machine built with Posey, our computationally enhanced construction kit. Through manipulating this state machine children create an algorithmic specification for the behavior of both the avatar and its enemies in an attempt to navigate a maze without being eaten. We outline several strategies for success at Escape Machine and discuss how it embeds an important computational thinking concept in interaction with a tangible device.
© All rights reserved Weller et al. and/or ACM Press
Weller, Michael Philetus, Do, Ellen Yi-Luen and Gross, Mark D. (2008): Posey: instrumenting a poseable hub and strut construction toy. In: Schmidt, Albrecht, Gellersen, Hans-Werner, 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. 39-46. Available online
Do, Ellen Yi-Luen and Gross, Mark D. (2007): Environments for creativity: a lab for making things. In: Proceedings of the 2007 Conference on Creativity and Cognition 2007, Washington DC, USA. pp. 27-36. Available online
We have, with our students, engaged in cross-disciplinary research in design. We describe parameters and principles that we have found helpful in organizing and conducting this kind of work. A variety of projects that have been developed in our group illustrate these parameters and principles. Our group focuses on making and we have come to see creativity as grounded in the ability to make things.
© All rights reserved Do and Gross and/or ACM Press
Johnson, Gabe, Gross, Mark D. and Do, Ellen Yi-Luen (2006): Flow selection: a time-based selection and operation technique for sketching tools. In: Celentano, Augusto (ed.) AVI 2006 - Proceedings of the working conference on Advanced visual interfaces May 23-26, 2006, Venezia, Italy. pp. 83-86. Available online
Glaser, Daniel C., Tan, Roger, Canny, John F. and Do, Ellen Yi-Luen (2003): Developing Architectural Lighting Representations. In: InfoVis 2003 - 9th IEEE Symposium on Information Visualization 20-21 October, 2003, Seattle, WA, USA. . Available online
Jung, Thomas, Gross, Mark D. and Do, Ellen Yi-Luen (2002): Annotating and sketching on 3D web models. In: Gil, Yolanda and Leake, David (eds.) International Conference on Intelligent User Interfaces 2002 January 13-16, 2002, San Francisco, California, USA. pp. 95-102. Available online
This paper reports on our progress and findings in building a Web annotation system for non-immersive 3D virtual environments. Over the last two years, we developed and tested two systems for collaborating designers to comment on virtual 3D models. Our first system, Redliner  lets design team members browse and leave text annotations on surfaces in three-dimensional models. Experience with Redliner, including two user evaluations in different settings, led us to develop Space Pen , a second annotation system with improved interaction capabilities. It goes beyond the post-it note metaphor, allowing users to draw in and on the virtual environment.
© All rights reserved Jung et al. and/or ACM Press
Camarata, Ken, Do, Ellen Yi-Luen, Johnson, Brian R. and Gross, Mark D. (2002): Navigational blocks: navigating information space with tangible media. In: Gil, Yolanda and Leake, David (eds.) International Conference on Intelligent User Interfaces 2002 January 13-16, 2002, San Francisco, California, USA. pp. 31-38. Available online
The Navigational Blocks project demonstrates a tangible user interface that facilitates retrieval of historical stories in a tourist spot. Orientation, movement, and relative positions of physical Blocks support visitor navigation and exploration in a virtual gallery. The Navigational Blocks system provides a physical embodiment of digital information through tactile manipulation and haptic feedback. The simple cubic form of the Blocks is easy to understand and therefore easy to use to manipulate complex digital information. Electromagnets embedded in the Blocks and wireless communication encourage users to quickly rearrange the Blocks to form different database queries.
© All rights reserved Camarata et al. and/or ACM Press
Gross, Mark D. and Do, Ellen Yi-Luen (2000): Drawing on the Back of an Envelope: a framework for interacting with application programs by freehand drawing. In Computers & Graphics, 24 (6) pp. 835-849. Available online
Gross, Mark D. and Do, Ellen Yi-Luen (1996): Ambiguous Intentions: A Paper-Like Interface for Creative Design. In: Kurlander, David, Brown, Marc and Rao, Ramana (eds.) Proceedings of the 9th annual ACM symposium on User interface software and technology November 06 - 08, 1996, Seattle, Washington, United States. pp. 183-192. Available online
Interfaces for conceptual and creative design should recognize and interpret drawings. They should also capture users' intended ambiguity, vagueness, and imprecision and convey these qualities visually and through interactive behavior. Freehand drawing can provide this information and it is a natural input mode for design. We describe a pen-based interface that acquires information about ambiguity and precision from freehand input, represents it internally, and echoes it to users visually and through constraint based edit behavior.
© All rights reserved Gross and Do and/or ACM Press
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