- Message from the Chair
- Info Sci Colloquium
- High-stakes decisions from low-quality data: Learning and planning for wildlife conservation
- Dynamic Allocation of Scarce Resources
- Augment Human Thought and Creativity with the Power of AR and AI
- Content Curation in Online Platforms
- Generative AI for the Cyberphysical World
- Making Better Decisions with Human-AI Teams
- Operationalizing Responsible Machine Learning: From Equality Towards Equity
- Data Values: Digital Surveillance and the New Epistemology of Psychiatry
- Computational Methods for Police Oversight and Reform Under Incomplete Data
- Why the First Amendment Protects Misinformation, and Why It Should Continue to Do So
- Tech / Law Colloquium
- IS Engaged
- Graduation Info
- Ethics and Politics in Computing Colloquium
- Info Sci Colloquium
- Contact Us
- Computational Social Science
- Critical Data Studies
- Data Science
- Economics and Information
- Education Technology
- Ethics, Law and Policy
- Human-Computer Interaction
- Human-Robot Interaction
- Incentives and Computation
- Infrastructure Studies
- Interface Design and Ubiquitous Computing
- Natural Language Processing
- Network Science
- Social Computing and Computer-supported Cooperative Work
- Technology and Equity
The Information Science Colloquium speaker for Wednesday, February 14, 2018, will be Pedro Lopes, a PhD Candidate at Prof. Baudisch’s Human Computer Interaction Lab at the Hasso Plattner Institute, Germany. Pedro’s work asks the question: what if interfaces would share part of our body? Pedro has materialized these ideas by creating interactive systems based on electrical muscle stimulation. Pedro's work is published at ACM CHI/UIST and demonstrated at venues such as ACM SIGGRAPH and IEEE Haptics. Pedro has received the ACM CHI Best Paper award for his work on Affordance++, several nominations and exhibited at Ars Electronica 2017. His work also captured the interest of media, such as MIT Technology Review, NBC, Discovery Channel, NewScientist or Wired.
Talk: Interactive Systems based on Electrical Muscle Stimulation
Abstract: How can interactive devices connect with users in the most immediate and intimate way? This question has driven interactive computing for decades. If we think back to the early days of computing, user and device were quite distant, often located in separate rooms. Then, in the ’70s, personal computers “moved in” with users. In the ’90s, mobile devices moved computing into users’ pockets. More recently, wearables brought computing into constant physical contact with the user’s skin. These transitions proved to be useful: moving closer to users and spending more time with them allowed devices to perceive more of the user, allowing devices to act more personal. The main question that drives my research is: what is the next logical step? How can computing devices become even more personal?
Some researchers argue that the next generation of interactive devices will move past the user’s skin, and be directly implanted inside the user’s body. This has already happened in that we have pacemakers, insulin pumps, etc. However, I argue that what we see is not devices moving towards the inside of the user’s body but towards the “interface” of the user’s body they need to address in order to perform their function.
This idea holds the key to more immediate and personal communication between device and user. The question is how to increase this immediacy? My approach is to create devices that intentionally borrow parts of the user’s body for input and output, rather than adding more technology to the body. I call this concept “devices that overlap with the user’s body”. I’ll demonstrate my work in which I explored one specific flavor of such devices, i.e., devices that borrow the user’s muscles.
In my research I create computing devices that interact with the user by reading and controlling muscle activity. My devices are based on medical-grade signal generators and electrodes attached to the user’s skin that send electrical impulses to the user’s muscles; these impulses then cause the user’s muscles to contract. While electrical muscle stimulation (EMS) devices have been used to regenerate lost motor functions in rehabilitation medicine since the ’60s, during my PhD I explored EMS as a means for creating interactive systems. My devices form two main categories: (1) Devices that allow users eyes-free access to information by means of their proprioceptive sense, such as a variable, a tool, or a plot. (2) Devices that increase immersion in virtual reality by simulating large forces, such as wind, physical impact, or walls and heavy objects.