Tom Igoe's research while affiliated with New York University and other places

Publications (9)

Conference Paper
Schematics are a visual language used to describe the relationships between components in an electronic circuit and present accessibility challenges for blind, low vision, and tactile learners. Creating discernible tactile schematics using low-cost microcapsule fusers (which create raised surfaces on paper) is non-trivial as circuit diagrams contai...
Conference Paper
Full-text available
This paper describes Squidball, a new large-scale motion capture based game. It was tested on up to 4000 player audiences last summer at SIGGRAPH 2004. It required the construction of the world's largest motion capture space at the time, and many other challenges in technology, production, game play, and study of group behavior. Our aim was to ente...
Article
In this paper, we describe a hardware and software system for an orchestral performance in which the audience members are the performers, led by the orchestra's conductor. The system is designed such that audience members are not required to have previous musical knowledge. Audience members are seated at banquet tables throughout the performance sp...
Article
Full-text available
Accepted proposal for a workshop held at the 6th International Conference on Pervasive Computing, May 19th, 2008, Sydney, Australia
Article
This paper describes a new large-scale motion capture based game that is called Squidball. It was tested on up to 4000 player audiences last summer at SIGGRAPH 2004. It required to build the world's largest motion capture space, the largest motion capture markers (balls), and many other challenges in technology, production, game play, and social st...
Article
Full-text available
This workshop will explore the ways in which research within the Ubicomp community intersects with values and practices linked to environmental sustainability. Growing concern about resource depletion, global warming, and environmental degradation have led increasing numbers of people to reconsider their actions and the impact they have on the plan...

Citations

... In other words, instead of seeing people as passive recipients of products, designers should consider users as active makers of their own artifacts and built environments. Studies have been conducted to understand makers and makerspaces (e.g., [7][8][9][10][11]), and to design interactive technologies that better support DIY practices (e.g., [12][13][14]). More specifically, making in the domestic environment has been investigated to understand the interaction between residents and living environments [15,16]. ...
... This has begun to change recently under the leadership of innovators such as Joshua Miele [16] and Chancey Fleet [11,14]. Recent eforts have addressed skills development such as soldering [13] and building with the Arduino [12] despite inaccessibility of the tools needed to complete these tasks. One direction being researched to make these tasks non-visually accessible is tactile schematics [11] and circuits [5]. ...
... As the studies of Vidal-Silva et al. [17], [18] highlight, several countries implement programming courses to develop algorithmic skills and programming competencies from early ages. One of the inherent challenges of developing programming competencies is to make the teaching-learning process practical and attractive [33]. Applying Arduino and Tinkercad seem adequate to developing electronic and programming competencies by block-based programming language to emulate the functioning of Arduino solutions, and then, to implement the Arduino circuit physically, to generate the code for Arduino, and put it in Arduino circuit to run the solution. ...
... Education STEM subjects 8 [11,21,[48][49][50][51][52][53] Braille books with images 2 [54,55] Electronic circuits 1 [56] HTML web pages 1 [38] Computer science and physics 1 [7] Virtual reality objects 1 [57] Social Life ...
... For example, in Thomas C. Duffy's The Critic's Choice (1995), a film-music takeoff for concert band, the audience votes for one of three alternate endings [4]. And in a performance of Terry Riley's In C (1964) staged by the Eos Orchestra, audience groups seated at tables tapped electronic dome-shaped centerpieces to advance a MIDI instrument to the next musical motive [1]. A final category of projects use technology to engage a live concert audience in new ways while retaining the audience's fundamentally passive role. ...
... Rokeby 1998;Wechsler, Weiss, and Dowling 2004). In largeaudience gaming applications, computer vision and motion tracking have used similar techniques to follow the small-scale movements of audience members within their seats (Maynes-Aminzade, Pausch, and Seitz 2002), the location of objects shared among audience members (Bregler et al. 2005) or binary responses (Carpenter and Carpenter 1999). Similar techniques have been employed in live musical performances. ...
... Persuasive technology is a branch of Human Computer Interaction (HCI) and its aim is to change the thinking and behavior of users in constructive and positive manner without any deception and coercion [3] [4]. Persuasive technology is very common with health, politics, safe driving, education, environment and public relation as its key areas [5] [6] [7]. Nowadays, mobile phones are ubiquitous and a key platform for persuasive technology and personalized learning to be used in them [8] [9]. ...