*** WARNING • NEEDS UPDATING ***
My practice across scientific research, design, and art involves the innovation, development, deployment, and evaluation of novel physical devices and interactive systems that advance our computing culture, encourage broad participation by non-experts within science and engineering, improve human health and well-being, and provoke critical debate and inquiry concerning our existing and emerging technological society.
As a computer scientist my research is focused within the area of Human-Computer Interaction (HCI) and Design. My work focuses on the design, construction, deployment, and evaluation of software, hardware, and the physical, interactive experiences of these novel systems in real world settings. I employ user-centered design methods that ground my research in field observations, participatory studies, and interviews with actual user communities. More centrally, the work draws as much from computer science as from art, culture, and critical design theory.
My work has focused on several primary themes including Personal Telepresence (1994-2002), Urban Computing (2001-2008), Citizen Science (2006-2015), New Making Renaissance (2012-), and Fashioning Fashionables (2014-).
Much of the more recent work can be found on the Hybrid Ecologies Lab wesbite.
A selection of some older work below is highlighted below
Beyond phones, watches, and activity tracking devices, a new ecosystem of functional and fashionable wearable technologies can easily, safely, and economically be designed, prototyped, and integrated directly on the skin. At only 38μm thick, these Epidermal Electronics offer entirely new levels of flexibility, comfort, customization, and integration of interactive electronics directly on the largest organ of the human body — the skin. We have developed a low cost fabrication method and set of design rules that can enable users to fabricate thin, flexible, wearable multifunctional electronics called Skintillates that easily attach to a user’s skin and seamlessly integrate into daily life. One novel element of our design is the first multilayer electronic tattoo. We have demonstrated Skintillate applications that integrate capacitive touch, strain gauges, LEDs, and interoperability with mobile phones. The work was featured prominently at the recent National Maker Faire where it received a Maker of Merit Award and writeup by NSF. We envision that these new, Epidermis Electronics and Cosmetic Computing devices will become part of a body worn ecosystem of devices (along with mobile phones, watches, etc) for health, fitness, social applications, and fashion.
Beyond phones, watches, and activity tracking devices, a new ecosystem of functional and fashionable wearable technologies can easily, safely, and economically be designed, prototyped, and integrated directly on the skin. At only 38μm thick, these Epidermal Electronics offer entirely new levels of flexibility, comfort, customization, and integration of interactive electronics directly on the largest organ of the human body — the skin. In this paper we present a low cost fabrication method and set of design rules that can enable users to fabricate thin, flexible, wearable multifunctional electronics called Skintillates that easily attach to a user’s skin and seamlessly integrate into daily life. We introduce a range of fashionable and functional applications and designs for Skintillates within the landscape of existing wearable technologies. We highlight novel elements of our design including the first multilayer electronic tattoo and evaluate the durability and flexibility of these radically thin new epidermal electronics.
Joanne Lo, Jung-Lin Lee, Nathan Wong, David Bui, Eric Paulos
Full Paper Accepted: To Appear ACM DIS 2016
Skintillates: Designing and Creating Epidermal Interactions from Eric Paulos on Vimeo.
We recently helped develop and patent new e-textile technology with Google as part of the Jacquard project. Our work focused on the development a highly efficient trifunction thread that can be used for visual output, shape-changing output, and sensing input. This thread consists of a dyeable (i.e. cotton, nylon) strand impregnated with thermochromic pigments, a heating element (i.e. copper, nichrome, shape-memory alloy), a sensing element (i.e. copper, nichrome, shape-memory-alloy), and a shape-changing element (i.e. shape-memory alloy). The thread is made more efficient and responsive than other designs by the careful application of several engineering principles. This trifunction thread can be used directly in common fabric manufacturing processes, and can enable (1) subtle, thread-level resolution thermochromic display, (2) capacitive sensing, and (3) change in shape and surface texture, in aesthetically pleasing clothing.
This work is in collaboration with Ivan Poupyrev, Kimiko Ryokai, Joanne Lo, Laura Devendorf, Jung-Lin Lee, Nan-wei Gong, and Karen Robinson
Ebb: Dynamic Textile Displays from Laura Devendorf on Vimeo.
Full paper at CHI 2016 (Best Paper Award)
The emerging ubiquity or low cost digital fabrication technologies such as 3D printing have disrupted the economic production and creative innovation of new objects in powerful and positive ways — a New Making Renaissance. This “maker movement” as it is often called, is radically transformative — effecting a broad range of fundamental and critical cultural themes such as education, manufacturing, healthcare, and the economy, to name just a few. One primary new element of this movement has been its ability to empower individuals and communities to imagine, design, collage, make, and share new, often interactive, physical artifacts and objects. This work explores new materials, multi-material printing techniques, direct inclusion of inline passive electrical components into the fabrication process, the creation of custom controls, buttons and knobs, the ability to control the interior design, geometry, mass, and deformation properties, and a focus on exterior texture and affordances. Thsi work also focuses on the development of new tools that allow broader participation into the design of objects using data as a first class making material and leveraging existing web metaphors such as styles, scripts, and direct manipulation.
Most modeling approaches to 3D printing focus on the final exterior geometry. However, by opening up the interior design parameters of objects, a range or new opportunities emerge. HapticPrint allows uses to manipulate the physical haptic, texture and internal geometry of models to alter the compliance, weight, and feel of resulting objects. This includes enabling new localized deformations that create objects that bend, compress, or expand along particular directions or parts of the object. The results allows individuals to easily incorporate haptics, weight, and textures into their 3D designs to expand the aesthetics of feel, usability, and interactivity to the resulting 3D artifacts using standard 3D printing.
César Tores, Tim Campbell, Eric Paulos
HapticPrint: Designing Feel Aesthetics for Digital Fabrication, César Torres, Tim Campbell, Neil Kumar, and Eric Paulos, ACM UIST, November 2015.
BetaMorphe is a novel digital fabrication framework that uses a common web-programming metaphor to enable users to easily transform static 3D models into re-formed, re-made, and re-imagined customized personal artifacts. MetaMorphe reveals that decisions that physically produce bespoke artifacts or encode unique metadata actively affect perceptions of authorship, agency, and authenticity. Expressive model-building tools such as MetaMorphe enable a cultural shift in 3D design in terms of participation, personalization, and creativity.
Cesar Torres, Tim Campbell, Neil Kumar, Eric Paulos
MetaMorphe: Designing Dynamic 3D Models for Digital Fabrication, César Torres and Eric Paulos, ACM Creativity & Cognition, Glasgow, Scotland, June 2015.
ShrinkyCircuits is a novel electronic prototyping technique that captures the flexibility of sketching and leverages properties of a common everyday plastic polymer to enable low-cost, miniature, planar, and curved, multi-layer circuit designs in minutes. ShrinkyCircuits take advantage of inexpensive prestressed polymer film that shrinks to its original size when exposed to heat. This enables improved electrical characteristics though sintering of the conductive electrical layer, partial self-assembly of the circuit and components, and mechanically robust custom shapes — including curves and non-planar form factors. We have demonstrated the range and adaptability of ShrinkyCircuits designs from simple hand drawn circuits with through-hole components to complex multilayer, printed circuit boards (PCB), with curved and irregular shaped electronic layouts and surface mount components. Our approach enables users to create extremely customized circuit boards with dense circuit layouts while avoiding messy chemical etching, expensive board milling machines, or time consuming delays in using outside PCB production houses.
Joanne Lo and Eric Paulos
ShrinkyCircuits: Sketching, Shrinking, and Formgiving for Electronic Circuits, Joanne Lo and Eric Paulos, ACM UIST, Honolulu, Hawaii, October 2014.
The citizen sciecne research reframes mobile phones as measurement instruments as tools to be used to empower everyday citizens to become participatory in collecting, sharing, and taking collective action based on crowd sourced data around public health and well being. This work spans numerous research efforts at Intel Research, Carnegie Mellon University, and UC Berkeley to build a body of work in this area. These participatory sensing and Citizen Science platforms explore a broad range of technologies and form factors resulting in over 20 publications at top tier conferences as well as book chapters, articles, a provisional patent, a best paper award, a best paper nomination, and an exhibition at the World Health Organization. Projects include the collection and visualization of air quality data from Accra, Ghana by students and taxicab drivers, deployment of air quality sensors onto San Francisco municipal street sweepers, indoor air quality research into sharing environmental data across social networks, persuasive displays for water conservation in public, private, and semi-public contexts, clothing that measures and expresses air quality, novel low-cost particle sensing technologies, environmental sensing integration into children’s toys, and designs for publicly accessible DNA sampling and bio-sensing. We also designed and deployed Sensr, a mobile phone based mobile citizen science campaign authoring framework that lowered the technical and financial barriers for individuals to author their own mobile data collection campaigns.
Urban computing captures a unique, synergistic moment — expanding urban populations, rapid adoption of small, powerful, networked, mobile devices, tiny ad hoc sensor networks, and the widespread influence of wireless technologies across our growing urban landscapes. Urban computing strives to deconstruct elements of our emerging urban context, envision the possibilities for technology to participate in novel and compelling ways, and invent, deploy, and study new interactive systems, services, artifacts, and interactions within such urban landscapes. Urban computing focuses on our lifestyles and technologies within the context of public urban spaces. Its research challenges differ from those found within the home where technologies readily intermingle across our intimate relations with friends and family members. It diverges from office and work environments where productivity and efficiency often dominate our computing tools. It is also not simply concerned with mobile or social computing. Urban computing establishes an important new framework for deconstructing and analyzing technology and urban life across five research themes - people, place, infrastructure, architecture, and flow. The diversity of these important themes have promoted rich interdisciplinary research within the field of urban computing.
Personal Telepresence focuses on a series of studies into the importance and form of a physical “body” for personal communication over a distance using internet based tele-robotics. This work went beyond traditional telepresence and video-conferencing studies and help found a field of internet based mobile, personal tele-operated systems. Over a dozen tele-robots were designed and studied during this period (1994-2002). Most notably in included research on Blimps and PRoPs, two such systems co-developed with John Canny. The challenges of this research were in identifying various “body” based communication cues, enabling their transmission and reception, and studying the results in user trials over a web based interface. Later the research focused on the design and construction of a series of second generation devices called Personal Roving Presences (PRoPs) that were simple, inexpensive, untethered, internet-controlled tele-robots with an onboard screen and a “hand” for gesturing and pointing. Numerous experiments demonstrated its value in providing freedom of movement for remote users as well as a reduction of errors in tasks involving remote instruction, demonstration, and collaboration. This original PRoP research pre-dates all existing internet based mobile telepresence systems and inspired many of them directly. The PRoPs research was the genesis of an entire industry of internet controlled mobile, personal tele-operated robotic systems used for remote expertise and communication.
Below are a collection of research projects spanning a wide range of work over the past 23 years. This list is not complete but a section of that body of work.
Energy parasites are handcrafted objects designed to opportunistically harvest small bits of energy across public landscapes. Agnostic to energy origin or ownership, these artifacts redirect their captured energy through a variety of means including expressing it and storing it for later reacquisition and usage.
Increasing engagement and awareness of societal concerns across public spaces and communities with novel, expressive technologies. Using expressive balloons and air quality sensing clothing individuals engage in otherwise socially unacceptable behaviors such as overt public voyeurism, gossip and curiosity.
WearAir is an expressive T-shirt that senses the wearer’s surrounding air quality as indicated by the measured volatile organic compounds (VOCs) and publicly express those levels through a series of visually expressive patterns. The T-shirt evokes new public awareness of air quality.
Collecting, keeping, sharing, and activating small personal interactive bits of energy. This project is focused on exploring new ways of experiencing and interacting with and through energy in everyday contexts. These artifacts promote new forms of emotional engagement with and attachment to energy. This work speculates on the emergence of new sociotechnical energy regimes—including decentralized modes of energy production and consumption.
Hullabaloo was the first in a series of new public artifacts called Objects of Wonderment that were designed to radically expand expectations of mobile phones as they transform from personal communication tools and begin to interface directly with new sensors, actuators, and physical places. Objects of Wonderment repositions these devises as central elements in a participatory urban authoring toolkit.
We have explored citizen science through a range of gallery exhibitions, workshops, and performances. Through new signage, sensing technologies, and urban interactive screens issues of ownership, authenticity, authority, activism, and grassroots participation have been critiqued.
Urban life is largely composed of the movement, activities and familiar patterns of people within and across our crowded urban landscapes. There is also a curiosity, perhaps even verging on a voyeuristic interest in the lives of our fellow urban neighbors. We developed Urban Probes - specifically, Jetsam, to explore urban public trash, its meaning, patterns, and usage, and further critique technology and our emotional experiences of living in cities.
The Familiar Stranger is a social phenomenon first addressed by the psychologist Stanley Milgram in his 1972 essay on the subject. Familiar Strangers are individuals that we regularly observe but do not interact with. Jabberwocky questions the dominant rhetoric of social networking and offers a new lens on our less understood but common social relationship with strangers.
The I-Bomb directly confronts our reliance on ubiquitous technologies by forcefully creating a technology free zone (TFZ) via a functional electromagnetic pulse device. It also presents dilemmas of personal ownership of unregulated weapons systems and a questioning of technology overreliance and saturation.
Dispersion is a functional personal pathogen vending machine that presents a seductive visual and interactive experience framed within the context of a common vending machine and a resulting ethical and moral dilemma.
Limelight critiques the culture of fear by presenting a functional technology that automates the process of anxiety and worry. The system uses remote and local sensing with learning algorithms to calculate a fear index. The system predates the US government’s own threat level system.
WallBots are low-cost autonomous, wall-crawling robots designed as DIY authoring tools for public artists and activists. Wallbots enable public expression across a wide range of surfaces and hard-to-reach places, including bus stops, whiteboards, streetpoles, trashcans, moving vehicles, and building walls. They allow dynamic and adaptive positioning of sensors, cameras, speakers, messages, propaganda, etc.
The recent convergence between low-cost urban technologies and political discourse presents a rich new design space for enabling public participation and expression. This project explores participatory sensing as a resource for activating, authoring, and provoking questions concerning human and urban health and well-being. We envision place-based sensing that invites non-experts to move and leave modular sensors in public spaces, allowing for a range of interactions from personal sensing to more public experiences. We studied sensor appropriation, data sharing, and public authorship across four urban communities of bicyclists, students, parents, and homeless people to reveal design opportunities for merging grassroots data collection with public expression and activism.
People spend approximately 90 percent of their time indoors, which makes indoor air quality a major contributing factor towards their health. For non experts, measuring and understanding air quality is difficult without special tools and expensive equipment. We designed inAir, a tool for measuring, visualizing, and learning about indoor air quality. inAir provides historical and real-time visualizations of indoor air quality by measuring tiny hazardous airborne particles, Particulate Matter, as small as 0.5 microns in size. inAir also allows individuals to share real-time air quality readings.
Using a low-cost microphone and micro-controller, we developed a series of water quantity measurement devices capable of providing immediate feedback to users. We deployed these in public restrooms and shared showers to study awareness and behavior change around water usage.
The “Tele-Actor” is a skilled human with cameras and microphones connected to a wireless network. Live video and audio are broadcast to participants via the Internet. Participants not only view, but interact with each other and with the Tele-Actor by voting on what to do next using a “Spatial Dynamic Voting” (SDV) interface that incorporates group dynamics.
PRoPs are simple, inexpensive, internet-controlled, untethered tele-robots that strive to provide the sensation of tele-embodiment in a remote real space. Numerous airborne blimps and ground robots were developed and deployed across a range of settings including Ars Electronica, SIGGRAPH, Exploratorium, etc. These systems all predate the development of commercial internet telepresence robots by more than a decade.
PRoPs are simple, inexpensive, internet-controlled, untethered tele-robots that strive to provide the sensation of tele-embodiment in a remote real space. Numerous airborne blimps and ground robots were developed and deployed across a range of settings including Ars Electronica, SIGGRAPH, Exploratorium, etc. These systems all predate the development of commercial internet telepresence robots by more than a decade.
Legal Tender was the first publicly accessible online tele-robotic laboratory where remote viewers give up their anonymity and accept full responsibility for actions they perform on a pair of purportedly authentic US$100 bills. Users are also reminded that it is a Federal crime to deface US currency.
Mechanical Gaze was one of the first few internet based online telerobotic websites (pre-dating even the existence of Netscape). It allowed remote users to access a collection of museum exhibits. Users could control the camera viewpoint to facilitate views that they want of objects. It also allowed for running comments on each exhibit and live video of the robot in motion. This was the first color robotic camera on the web as well as the first allowing for more than 3DOF.
On-the-Go Air Quality Readings delivered to your mobile device
Designing mobile phone applications for AnyPhone
Visualizing personal patterns across the invisible geography of cell-towers
RFID tags and tessellated serfaces generate vidual group dynamics
Watch based tangible communciation device capable of sensing and transmitting touch, heart rate, and warmth. Predates Apple 2015 iWatch pulse communcaiton interface by 12 years.
Info
Ephemeral anonymous interactions about feelings of urban love and hate
Measuring your relationship with the city
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Living Environments Lab • a collaborative research laboratory focusing on the critical intersection of human life, our living planet, and technology
Urban Atmospheres• proactive archeology of our urban landscapes and emerging technology
Experimental Interaction Unit • research into the physical, aural, visual, gestural, and cultural interactions between humans and machines and the various permutations of those interactions
A description of elements of my research can be found by visiting the Living Environment Lab website. These is a (now dated) video of some of our work from 2009: Video Overview 2009
More unsorted projects ...
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Citizen Science |
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Participatory Urbanism Empowering citizens to collectively author, share, and remix measurments from their environment |
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Objects of Wonderment Something wonderful is coming to your city |
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Exurban Noir Designing for the darker side or urban life |
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Metapolis and Urban Life Workshop at UbiComp 2005 |
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UbiComp in the Urban Frontier Workshop at UbiComp 2004 |
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Urban Probes Interventions in Urban Life |
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Street
Talk |
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Intimate Computing
We are interested in understanding intimacy as a theme in ubiquitous computing research and its value to people. In particular creating tools that connect people in novel and meaningful ways and further promote the building and sustaining of relationships to groups and others.
Encoding data into
interesting symbols |
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Computing impulse based dynamic simulation quickly and on a parallel architecture |
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The original robotics lab I spent many years in before moving into Soda Hall. I setup their first web server back in 1993 here. |
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Project investigating using B-splines for robot control. |
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Project from back in 1993-4 to us the assembly of a small model engine as a test bed for RISC robotics |
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Another early project to make a simple, inexpensive accurate distance sensor in the spirit of RISC robotics |
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Ideas about all sorts of RISC workcell tools |
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Early work from 1992-3 on simple RISC based peg-n-hole operations |
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Timelapse video clip of me tearing my Moto Guzzi LeMans I apart in Feb 2002 to remove the gearbox. |
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Video clip of work by Karl Sims (9MB MPEG) |
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Video clip of work by Karl Sims (9MB MPEG) |
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RISC robotics Peg-in-hole clip from 1993 (MPEG) |
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Video of Piston Pin assembly using RISC robotics (MPEG) |
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San Francisco video clip (MPEG) |
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Video clip of Christian Ristow's walking machine I filmed back in 1996 (MPEG) |
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Simple video that has a special meaning to me (Windows Media) |
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Confrontational industrial dilemmas. There are also pictures from the many years Mark and I created chaos here. |
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Wild project I undertook back in 1993-4 to rebuild one of my Moto Guzzi motorcycles from a completely disassembled state |