Massachusetts Institute of Technology
Media Lab
Projects | October 2014
MIT Media Lab
Buildings E14 / E15
75 Amherst Street
Cambridge, Massachusetts 02139-4307
communications@media.mit.edu
http://www.media.mit.edu
617 253-5960
Many of the MIT Media Lab research projects described in the following pages are conducted under the auspices of
sponsor-supported, interdisciplinary Media Lab centers, consortia, joint research programs, and initiatives. They are:
Autism & Communication Technology Initiative
The Autism & Communication Technology Initiative utilizes the unique features of the Media Lab to foster the development of
innovative technologies that can enhance and accelerate the pace of autism research and therapy. Researchers are
especially invested in creating technologies that promote communication and independent living by enabling non-autistic
people to understand the ways autistic people are trying to communicate; improving autistic people's ability to use receptive
and expressive language along with other means of functional, non-verbal expression; and providing telemetric support that
reduces reliance on caregivers' physical proximity, yet still enables enriching and natural connectivity as wanted and needed.
Center for Civic Media
Communities need information to make decisions and take action: to provide aid to neighbors in need, to purchase an
environmentally sustainable product and shun a wasteful one, to choose leaders on local and global scales. Communities
are also rich repositories of information and knowledge, and often develop their own innovative tools and practices for
information sharing. Existing systems to inform communities are changing rapidly, and new ecosystems are emerging where
old distinctions like writer/audience and journalist/amateur have collapsed. The Civic Media group is a partnership between
the MIT Media Lab and Comparative Media Studies at MIT. Together, we work to understand these new ecosystems and to
build tools and systems that help communities collect and share information and connect that information to action. We work
closely with communities to understand their needs and strengths, and to develop useful tools together using collaborative
design principles. We particularly focus on tools that can help amplify the voices of communities often excluded from the
digital public sphere and connect them with new audiences, as well as on systems that help us understand media ecologies,
augment civic participation, and foster digital inclusion.
Center for Extreme Bionics
Half the worlds population currently suffers from some form of physical or neurological disability. At some point in our lives, it
is all too likely that a family member or friend will be struck by a limiting or incapacitating condition, from dementia, to the loss
of a limb, to a debilitating disease such as Parkinsons. Today we acknowledgeand even "accept"serious physical and
mental impairments as inherent to the human condition. But must these conditions be accepted as "normal"? What if,
instead, through the invention and deployment of novel technologies, we could control biological processes within the body
in order to repair or even eradicate them? What if there were no such thing as human disability? These questions drive the
work of Media Lab faculty members Hugh Herr and Ed Boyden, and MIT Institute Professor Robert Langer, and what has led
them and the MIT Media Lab to propose the establishment of a new Center for Extreme Bionics. This dynamic new
interdisciplinary organization will draw on the existing strengths of research in synthetic neurobiology, biomechatronics, and
biomaterials, combined with enhanced capabilities for design development and prototyping.
Center for Mobile Learning
The Center for Mobile Learning invents and studies new mobile technologies to promote learning anywhere anytime for
anyone. The Center focuses on mobile tools that empower learners to think creatively, collaborate broadly, and develop
applications that are useful to themselves and others around them. The Center's work covers location-aware learning
applications, mobile sensing and data collection, augmented reality gaming, and other educational uses of mobile
technologies. The Centers first major activity will focus on App Inventor, a programming system that makes it easy for
learners to create mobile apps by fitting together puzzle piece-shaped blocks in a web browser.
Communications Futures Program
The Communications Futures Program conducts research on industry dynamics, technology opportunities, and regulatory
issues that form the basis for communications endeavors of all kinds, from telephony to RFID tags. The program operates
through a series of working groups led jointly by MIT researchers and industry collaborators. It is highly participatory, and its
agenda reflects the interests of member companies that include both traditional stakeholders and innovators. It is jointly
directed by Dave Clark (CSAIL), Charles Fine (Sloan School of Management), and Andrew Lippman (Media Lab).
The most current information about our research is available on the MIT Media Lab Web site, at
http://www.media.mit.edu/research/.
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October 2014
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The Lab has also organized the following special interest groups (SIGs), which deal with particular subject areas.
Advancing Wellness
In contributing to the digital revolution, the Media Lab helped fuel a society where increasing numbers of people are obese,
sedentary, and glued to screens. Our online culture has promoted meaningfulness in terms of online fame and numbers of
viewers, and converted time previously spent building face-to-face relationships into interactions online with people who may
not be who they say they are. What we have helped to create, willingly or not, often diminishes the social-emotional
relationships and activities that promote physical, mental, and social health. Moreover, our workplace culture escalates
stress, provides unlimited caffeine, distributes nutrition-free food, holds back-to-back sedentary meetings, and encourages
overnight hackathons and unhealthy sleep behavior. Without being dystopian about technology, this effort aims to spawn a
series of projects that leverage the many talents and strengths in the Media Lab in order to reshape technology and our
workplace to enhance health and wellbeing.
CE 2.0
Most of us are awash in consumer electronics (CE) devices: from cellphones, to TVs, to dishwashers. They provide us with
information, entertainment, and communications, and assist us in accomplishing our daily tasks. Unfortunately, most are not
as helpful as they could and should be; for the most part, they are dumb, unaware of us or our situations, and often difficult
to use. In addition, most CE devices cannot communicate with our other devices, even when such communication and
collaboration would be of great help. The Consumer Electronics 2.0 initiative (CE 2.0) is a collaboration between the Media
Lab and its sponsor companies to formulate the principles for a new generation of consumer electronics that are highly
connected, seamlessly interoperable, situation-aware, and radically simpler to use. Our goal is to show that as computing
and communication capability seep into more of our everyday devices, these devices do not have to become more confusing
and complex, but rather can become more intelligent in a cooperative and user-friendly way.
City Science
The world is experiencing a period of extreme urbanization. In China alone, 300 million rural inhabitants will move to urban
areas over the next 15 years. This will require building an infrastructure equivalent to the one housing the entire population of
the United States in a matter of a few decades. In the future, cities will account for nearly 90 percent of global population
growth, 80 percent of wealth creation, and 60 percent of total energy consumption. Developing better strategies for the
creation of new cities, is therefore, a global imperative. Our need to improve our understanding of cities, however, is pressed
not only by the social relevance of urban environments, but also by the availability of new strategies for city-scale
interventions that are enabled by emerging technologies. Leveraging advances in data analysis, sensor technologies, and
urban experiments, City Science will provide new insights into creating a data-driven approach to urban design and planning.
To build the cities that the world needs, we need a scientific understanding of cities that considers our built environments and
the people who inhabit them. Our future cities will desperately need such understanding.
Connection Science
As more of our personal and public lives become infused and shaped by data from sensors and computing devices, the lines
between the digital and the physical have become increasingly blurred. New possibilities arise, some promising, others
alarming, but both with an inexorable momentum that is supplanting time honored practices and institutions. MIT Connection
Science is a cross-disciplinary effort drawing on the strengths of faculty, departments and researchers across the Institute, to
decode the meaning of this dynamic, at times chaotic, new environment. The initiative will help business executives,
investors, entrepreneurs and policymakers capitalize on the multitude of opportunities unlocked by the new hyperconnected
world we live in.
Future of News
The Future of News is designing, testing, and making creative tools that help newsrooms adapt in a time of rapid change. As
traditional news models erode, we need new models and techniques to reach a world hungry for news, but whose reading
and viewing habits are increasingly splintered. Newsrooms need to create new storytelling techniques, recognizing that the
way users consume news continues to change. Readers and viewers expect personalized content, deeper context, and
information that enables them to influence and change their world. At the same time, newsrooms are seeking new ways to
extend their influence, to amplify their message by navigating new paths for readers and viewers, and to find new methods of
delivery. To tackle these problems, we will work with Media Lab students and the broader MIT community to identify
promising projects and find newsrooms across the country interested in beta-testing those projects.
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MIT Media Lab
Future Storytelling
The Future Storytelling working group at the Media Lab is rethinking storytelling for the 21st century. The group takes a new
and dynamic approach to how we tell our stories, creating new methods, technologies, and learning programs that recognize
and respond to the changing communications landscape. The group builds on the Media Lab's more than 25 years of
experience in developing society-changing technologies for human expression and interactivity. By applying leading-edge
technologies to make stories more interactive, improvisational, and social, researchers are working to transform audiences
into active participants in the storytelling process, bridging the real and virtual worlds, and allowing everyone to make and
share their own unique stories. Research also explores ways to revolutionize imaging and display technologies, including
developing next-generation cameras and programmable studios, making movie production more versatile and economic.
Ultimate Media
Visual media has irretrievably lost its lock on the audience but has gained unprecedented opportunity to evolve the platform
by which it is communicated and to become integrated with the social and data worlds in which we live. Ultimate Media is
creating a platform for the invention, creation, and realization of new ways to explore and participate in the media universe.
We apply extremes of access, processing, and interaction to build new media experiences and explorations that permit
instant video blogging, exploration of the universe of news and narrative entertainment, and physical interfaces that allow
people to collaborate around media.
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V. Michael Bove Jr.: Object-Based Media ........................................................................................................................ 1
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3D Telepresence Chair ..................................................................................................................................................
Awakened Apparel .........................................................................................................................................................
BigBarChart ...................................................................................................................................................................
Bottles&Boxes: Packaging with Sensors .......................................................................................................................
Calliope ..........................................................................................................................................................................
Consumer Holo-Video ....................................................................................................................................................
Crystal Ball .....................................................................................................................................................................
Digital Synesthesia ........................................................................................................................................................
Direct Fringe Writing of Computer-Generated Holograms .............................................................................................
Dressed in Data .............................................................................................................................................................
Drift Bottle ......................................................................................................................................................................
Everything Tells a Story .................................................................................................................................................
Guided-Wave Light Modulator .......................................................................................................................................
Holoshop .......................................................................................................................................................................
Infinity-by-Nine ...............................................................................................................................................................
ListenTree: Audio-Haptic Display in the Natural Environment .......................................................................................
Narratarium ....................................................................................................................................................................
Networked Playscapes: Dig Deep .................................................................................................................................
Pillow-Talk ......................................................................................................................................................................
ProtoTouch: Multitouch Interfaces to Everyday Objects ...............................................................................................
ShAir: A Platform for Mobile Content Sharing ................................................................................................................
ShakeOnIt ......................................................................................................................................................................
Slam Force Net ..............................................................................................................................................................
SurroundVision ..............................................................................................................................................................
The "Bar of Soap": Grasp-Based Interfaces ..................................................................................................................
Ultra-High Tech Apparel ................................................................................................................................................
Vision-Based Interfaces for Mobile Devices ..................................................................................................................
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Ed Boyden: Synthetic Neurobiology ................................................................................................................................ 6
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Direct Engineering and Testing of Novel Therapeutic Platforms for Treatment of Brain Disorders ...............................
Exploratory Technologies for Understanding Neural Circuits ........................................................................................
Hardware and Systems for Control of Neural Circuits with Light ...................................................................................
Molecular Reagents Enabling Control of Neurons and Biological Functions with Light .................................................
Recording and Data-Analysis Technologies for Observing and Analyzing Neural Circuit Dynamics ............................
Understanding Neural Circuit Computations and Finding New TherapeuticTargets .....................................................
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Cynthia Breazeal: Personal Robots .................................................................................................................................. 7
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AIDA: Affective Intelligent Driving Agent ........................................................................................................................ 7
Animal-Robot Interaction ............................................................................................................................................... 8
Cloud-HRI ...................................................................................................................................................................... 8
Command Not Found ..................................................................................................................................................... 8
DragonBot: Android Phone Robots for Long-Term HRI ................................................................................................. 8
Global Literacy Tablets .................................................................................................................................................. 8
Mind-Theoretic Planning for Robots .............................................................................................................................. 9
Robot Learning from Human-Generated Rewards ........................................................................................................ 9
Robotic Language Learning Companions ...................................................................................................................... 9
Socially Assistive Robotics: An NSF Expedition in Computing ...................................................................................... 9
TinkRBook: Reinventing the Reading Primer .............................................................................................................. 10
Hugh Herr: Biomechatronics .......................................................................................................................................... 10
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Artificial Gastrocnemius ...............................................................................................................................................
Biomimetic Active Prosthesis for Above-Knee Amputees ............................................................................................
Control of Muscle-Actuated Systems via Electrical Stimulation ...................................................................................
Dancing Control System for Bionic Ankle Prosthesis ..................................................................................................
Effect of a Powered Ankle on Shock Absorption and Interfacial Pressure ..................................................................
FitSocket: A Better Way to Make Sockets ...................................................................................................................
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FlexSEA: Flexible, Scalable Electronics Architecture for Prosthetic and Robotic Applications ...................................
Human Walking Model Predicts Joint Mechanics, Electromyography, and Mechanical Economy ..............................
Load-Bearing Exoskeleton for Augmentation of Human Running ...............................................................................
Neural Interface Technology for Advanced Prosthetic Limbs ......................................................................................
Powered Ankle-Foot Prosthesis ...................................................................................................................................
Sensor-Fusions for an EMG Controlled Robotic Prosthesis ........................................................................................
Tethered Robotic System for Understanding Human Movements .............................................................................
Variable-Impedance Prosthetic (VIPr) Socket Design .................................................................................................
Volitional Control of a Powered Ankle-Foot Prosthesis ...............................................................................................
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Cesar Hidalgo: Macro Connections ................................................................................................................................ 14
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Data Visualization: The Pixel Factory ..........................................................................................................................
DIVE .............................................................................................................................................................................
FOLD ...........................................................................................................................................................................
GIFGIF .........................................................................................................................................................................
Immersion ....................................................................................................................................................................
Opus ............................................................................................................................................................................
Pantheon ......................................................................................................................................................................
Place Pulse ..................................................................................................................................................................
StreetScore ..................................................................................................................................................................
The Economic Complexity Observatory ......................................................................................................................
The Language Group Network .....................................................................................................................................
The Network Impact in Success ..................................................................................................................................
The Privacy Bounds of Human Mobility .......................................................................................................................
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Hiroshi Ishii: Tangible Media ........................................................................................................................................... 17
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Andante ........................................................................................................................................................................
inFORM ........................................................................................................................................................................
jamSheets: Interacting with Thin Stiffness-Changing Material .....................................................................................
MirrorFugue .................................................................................................................................................................
Physical Telepresence .................................................................................................................................................
Pneumatic Shape-Changing Interfaces .......................................................................................................................
Radical Atoms ..............................................................................................................................................................
Tangible Bits ................................................................................................................................................................
THAW ..........................................................................................................................................................................
TRANSFORM ..............................................................................................................................................................
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Joseph M. Jacobson: Molecular Machines .................................................................................................................... 19
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Context-Aware Biology ................................................................................................................................................
GeneFab ......................................................................................................................................................................
NanoFab ......................................................................................................................................................................
Scaling Up DNA Logic and Structures .........................................................................................................................
Synthetic Photosynthesis .............................................................................................................................................
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Sepandar Kamvar: Social Computing ............................................................................................................................ 20
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Microculture .................................................................................................................................................................
Storyboards ..................................................................................................................................................................
The Dog Programming Language ................................................................................................................................
Wildflower Montessori ..................................................................................................................................................
You Are Here ...............................................................................................................................................................
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Kent Larson: Changing Places ....................................................................................................................................... 21
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AEVITA ........................................................................................................................................................................
CityFARM .....................................................................................................................................................................
CityHome .....................................................................................................................................................................
CityHOME: 200 SQ FT ...............................................................................................................................................
CityScope .....................................................................................................................................................................
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Context-Aware Dynamic Lighting .................................................................................................................................
FlickInk .........................................................................................................................................................................
LightByte: Animate the Sunlight ...................................................................................................................................
MIT Commuter Common .............................................................................................................................................
Mobility on Demand Systems ......................................................................................................................................
OfficeLab: Desk ...........................................................................................................................................................
Participatory Environmental Sensing for Communities ...............................................................................................
PlaceLab and BoxLab ..................................................................................................................................................
QuitoLab ......................................................................................................................................................................
Smart Customization of Men's Dress Shirts: A Study on Environmental Impact .........................................................
Spike: Social Cycling ...................................................................................................................................................
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Andy Lippman: Viral Communications .......................................................................................................................... 25
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Crystal Ball ...................................................................................................................................................................
Ethos ............................................................................................................................................................................
GIFGIF .........................................................................................................................................................................
Glance ..........................................................................................................................................................................
Glue .............................................................................................................................................................................
Helios ...........................................................................................................................................................................
Media Matrix ................................................................................................................................................................
NewsClouds .................................................................................................................................................................
QUANTIFY ...................................................................................................................................................................
Recap ...........................................................................................................................................................................
Recast ..........................................................................................................................................................................
Sphera .........................................................................................................................................................................
Telecorrelator ...............................................................................................................................................................
The Glass Infrastructure (GI) .......................................................................................................................................
VR Codes .....................................................................................................................................................................
WorldLens ....................................................................................................................................................................
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Tod Machover: Opera of the Future ................................................................................................................................ 28
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City Symphonies: Massive Musical Collaboration .......................................................................................................
Death and the Powers: Global Interactive Simulcast ...................................................................................................
Death and the Powers: Redefining Opera ...................................................................................................................
Disembodied Performance ..........................................................................................................................................
Figments ......................................................................................................................................................................
Gestural Media Framework ..........................................................................................................................................
Hyperinstruments .........................................................................................................................................................
Hyperproduction: Advanced Production Systems .......................................................................................................
Hyperscore ...................................................................................................................................................................
Media Scores ...............................................................................................................................................................
Personal Opera ............................................................................................................................................................
Powers Sensor Chair ...................................................................................................................................................
Remote Theatrical Immersion: Extending "Sleep No More" ........................................................................................
Using the Voice As a Tool for Self-Reflection ..............................................................................................................
Vocal Vibrations: Expressive Performance for Body-Mind Wellbeing ..........................................................................
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Pattie Maes: Fluid Interfaces ........................................................................................................................................... 32
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Augmented Airbrush ....................................................................................................................................................
Enlight ..........................................................................................................................................................................
EyeRing: A Compact, Intelligent Vision System on a Ring ..........................................................................................
FingerReader ...............................................................................................................................................................
GlassProv Improv Comedy System .............................................................................................................................
HandsOn: Collaborative 3D Augmented Reality System ............................................................................................
JaJan!-Remote Language Learning in Shared Virtual Space ......................................................................................
Limbo: Reprogramming Body-Control System ............................................................................................................
LuminAR ......................................................................................................................................................................
MARS: Manufacturing Augmented Reality System .....................................................................................................
Move Your Glass .........................................................................................................................................................
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Reality Editor: Programming Smarter Objects .............................................................................................................
ShowMe: Immersive Remote Collaboration System with 3D Hand Gestures .............................................................
SmileCatcher ...............................................................................................................................................................
STEM Accessibility Tool for the Visually Impaired .......................................................................................................
TagMe ..........................................................................................................................................................................
THAW ..........................................................................................................................................................................
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Neri Oxman: Mediated Matter .......................................................................................................................................... 36
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3D Printing of Functionally Graded Materials .............................................................................................................
Additive Manufacturing in Glass: Electrosintering and Spark Gap Glass ....................................................................
Anthozoa ......................................................................................................................................................................
Beast ............................................................................................................................................................................
Bots of Babel ................................................................................................................................................................
Building-Scale 3D Printing ...........................................................................................................................................
Carpal Skin ..................................................................................................................................................................
CNSILK: Computer Numerically Controlled Silk Cocoon Construction .......................................................................
Digital Construction Platform .......................................................................................................................................
Digitally Reconfigurable Surface ..................................................................................................................................
FABRICOLOGY: Variable-Property 3D Printing as a Case for Sustainable Fabrication .............................................
FitSocket: A Better Way to Make Sockets ...................................................................................................................
Functionally Graded Filament-Wound Carbon-Fiber Prosthetic Sockets ....................................................................
Gemini ..........................................................................................................................................................................
Glass Printing ...............................................................................................................................................................
Lichtenberg 3D Printing ...............................................................................................................................................
Meta-Mesh: Computational Model for Design and Fabrication of Biomimetic Scaled Body Armors ...........................
Micro-Macro Fluidic Fabrication of a Mid-Sole Running Shoe .....................................................................................
Monocoque ..................................................................................................................................................................
PCB Origami ................................................................................................................................................................
Printing Living Materials ...............................................................................................................................................
Printing Multi-Material 3D Microfluidics ........................................................................................................................
Rapid Craft ...................................................................................................................................................................
Raycounting .................................................................................................................................................................
Silk Pavilion ..................................................................................................................................................................
SpiderBot .....................................................................................................................................................................
Swarm Construction .....................................................................................................................................................
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Sputniko!: Design Fiction ................................................................................................................................................ 42
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CremateBot: Transform, Reborn, Free .......................................................................................................................
Crowbot Jenny .............................................................................................................................................................
I(')mpossible baby ........................................................................................................................................................
Menstruation MachineTakashi's Take .........................................................................................................................
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Joseph Paradiso: Responsive Environments ............................................................................................................... 43
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Chain API .....................................................................................................................................................................
Circuit Stickers .............................................................................................................................................................
Circuit Stickers Activity Book .......................................................................................................................................
Data-Driven Elevator Music .........................................................................................................................................
DoppelLab: Experiencing Multimodal Sensor Data .....................................................................................................
Experiential Lighting: New User-Interfaces for Lighting Control ..................................................................................
FingerSynth: Wearable Transducers for Exploring the Environment through Sound ..................................................
Hacking the Sketchbook ..............................................................................................................................................
ListenTree: Audio-Haptic Display in the Natural Environment .....................................................................................
Living Observatory: Sensor Networks for Documenting and Experiencing Ecology ....................................................
Mobile, Wearable Sensor Data Visualization ...............................................................................................................
Prosthetic Sensor Networks: Factoring Attention, Proprioception, and Sensory Coding .............................................
Sambaza Watts ............................................................................................................................................................
techNailogy ..................................................................................................................................................................
Ubiquitous Sonic Overlay .............................................................................................................................................
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Alex 'Sandy' Pentland: Human Dynamics ...................................................................................................................... 47
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Ethos ............................................................................................................................................................................
Inducing Peer Pressure to Promote Cooperation ........................................................................................................
Mobile Territorial Lab ...................................................................................................................................................
openPDS/SaferAnswers: Protecting the Privacy of Metadata .....................................................................................
Sensible Organizations ................................................................................................................................................
The Privacy Bounds of Human Mobility .......................................................................................................................
Using Big Data for Effective Marketing ........................................................................................................................
What Can Your Phone Metadata Tell about You? .......................................................................................................
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Rosalind W. Picard: Affective Computing ...................................................................................................................... 49
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Auditory Desensitization Games ..................................................................................................................................
Automatic Stress Recognition in Real-Life Settings .....................................................................................................
Autonomic Nervous System Activity in Epilepsy ..........................................................................................................
BioGlass: Physiological Parameter Estimation Using a Head-mounted Wearable Device ..........................................
Building the Just-Right-Challenge in Games and Toys ..............................................................................................
Cardiocam ....................................................................................................................................................................
College Sleep ...............................................................................................................................................................
Digging into Brand Perception with Psychophysiology ................................................................................................
Emotion Prototyping: Redesigning the Customer Experience .....................................................................................
Exploring Temporal Patterns of Smile .........................................................................................................................
Facial Expression Analysis Over the Web ...................................................................................................................
Fathom: Probabilistic Graphical Models to Help Mental Health Counselors ................................................................
FEEL: A Cloud System for Frequent Event and Biophysiological Signal Labeling ......................................................
Gesture Guitar .............................................................................................................................................................
Got Sleep? ...................................................................................................................................................................
IDA: Inexpensive Networked Digital Stethoscope ........................................................................................................
Lensing ........................................................................................................................................................................
MACH: My Automated Conversation coacH ................................................................................................................
Making Engaging Concerts ..........................................................................................................................................
Mapping the Stress of Medical Visits ..........................................................................................................................
Measuring Arousal During Therapy for Children with Autism and ADHD ....................................................................
Mobile Health Interventions for Drug Addiction and PTSD ..........................................................................................
Mobisensus: Predicting Your Stress/Mood from Mobile Sensor Data .........................................................................
Multimodal Computational Behavior Analysis .............................................................................................................
Objective Asessment of Depression and Its Improvement ..........................................................................................
Panoply ........................................................................................................................................................................
Reinventing the Retail Experience ..............................................................................................................................
SenseGlass: Using Google Glass to Sense Daily Emotions ......................................................................................
StoryScape ..................................................................................................................................................................
Valinor ..........................................................................................................................................................................
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6D Display ....................................................................................................................................................................
A Switchable Light Field Camera .................................................................................................................................
Bokode: Imperceptible Visual Tags for Camera-Based Interaction from a Distance ...................................................
CATRA: Mapping of Cataract Opacities Through an Interactive Approach .................................................................
Coded Computational Photography .............................................................................................................................
Coded Focal Stack Photography .................................................................................................................................
Compressive Light Field Camera: Next Generation in 3D Photography ......................................................................
Eyeglasses-Free Displays ...........................................................................................................................................
Imaging through Scattering Media Using Femtophotography ......................................................................................
Inverse Problems in Time-of-Flight Imaging ................................................................................................................
Layered 3D: Glasses-Free 3D Printing ........................................................................................................................
LensChat: Sharing Photos with Strangers ...................................................................................................................
Looking Around Corners ..............................................................................................................................................
NETRA: Smartphone Add-On for Eye Tests ................................................................................................................
New Methods in Time-of-Flight Imaging ......................................................................................................................
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PhotoCloud: Personal to Shared Moments with Angled Graphs of Pictures ...............................................................
Polarization Fields: Glasses-Free 3DTV ......................................................................................................................
Portable Retinal Imaging ..............................................................................................................................................
Reflectance Acquisition Using Ultrafast Imaging .........................................................................................................
Second Skin: Motion Capture with Actuated Feedback for Motor Learning ................................................................
Shield Field Imaging ....................................................................................................................................................
Single Lens Off-Chip Cellphone Microscopy ...............................................................................................................
Skin Perfusion Photography ........................................................................................................................................
Slow Display ................................................................................................................................................................
SpeckleSense ..............................................................................................................................................................
StreetScore ..................................................................................................................................................................
Tensor Displays: High-Quality Glasses-Free 3D TV ....................................................................................................
Theory Unifying Ray and Wavefront Lightfield Propagation ........................................................................................
Trillion Frames Per Second Camera ............................................................................................................................
Ultrasound tomography ................................................................................................................................................
Vision on Tap ...............................................................................................................................................................
VisionBlocks .................................................................................................................................................................
Visual Lifelogging .........................................................................................................................................................
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App Inventor .................................................................................................................................................................
Build-in-Progress .........................................................................................................................................................
Computer Clubhouse ...................................................................................................................................................
Computer Clubhouse Village .......................................................................................................................................
DIY Cellphone ..............................................................................................................................................................
DressCode ...................................................................................................................................................................
Family Creative Learning .............................................................................................................................................
Learning Creative Learning ..........................................................................................................................................
Learning with Data .......................................................................................................................................................
MaKey MaKey ..............................................................................................................................................................
Making Learning Work .................................................................................................................................................
Making with Stories ......................................................................................................................................................
Map Scratch .................................................................................................................................................................
Media Lab Virtual Visit .................................................................................................................................................
MelodyMorph ...............................................................................................................................................................
Novice Design of Interactive Products .........................................................................................................................
Open Learning .............................................................................................................................................................
Para .............................................................................................................................................................................
Scratch .........................................................................................................................................................................
Scratch Data Blocks .....................................................................................................................................................
Scratch Day .................................................................................................................................................................
Scratch Extensions ......................................................................................................................................................
ScratchJr ......................................................................................................................................................................
Singing Fingers ............................................................................................................................................................
Start Making! ................................................................................................................................................................
Unhangout ...................................................................................................................................................................
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300. Media Ecosystem Analysis: Lessons from the Boston Marathon Bombings ............................................................... 67
301. Predicting the Veracity of Rumors in Social Networks ................................................................................................. 67
Chris Schmandt: Speech + Mobility ............................................................................................................................... 68
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Activ8 ...........................................................................................................................................................................
Back to the Desktop .....................................................................................................................................................
Glass Ear .....................................................................................................................................................................
iReality .........................................................................................................................................................................
Live Trace ....................................................................................................................................................................
MugShots .....................................................................................................................................................................
OnTheGo .....................................................................................................................................................................
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Pintail ...........................................................................................................................................................................
Spellbound ...................................................................................................................................................................
Spotz ............................................................................................................................................................................
techNailogy ..................................................................................................................................................................
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Tools for Super-Human Time Perception ...................................................................................................................
20 Day Stranger ...........................................................................................................................................................
32,768 Times Per Second ..........................................................................................................................................
beneath the chip ..........................................................................................................................................................
Case and Molly ...........................................................................................................................................................
Cordon Sanitaire ..........................................................................................................................................................
DeepView: Computational Tools for Chess Spectatorship ..........................................................................................
Designing Immersive Multi-Sensory Eating Experiences ............................................................................................
Dice++ ..........................................................................................................................................................................
EyeWire .......................................................................................................................................................................
Homeostasis ................................................................................................................................................................
MicroPsi: An Architecture for Motivated Cognition .......................................................................................................
radiO_o ........................................................................................................................................................................
Soft Exchange: Interaction Design with Biological Interfaces ......................................................................................
Storyboards ..................................................................................................................................................................
Valise: Microbial Object of Desire ................................................................................................................................
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"Make the Breast Pump Not Suck!" Hackathon ...........................................................................................................
Action Path ...................................................................................................................................................................
Call to Action ................................................................................................................................................................
Civic Crowdfunding Research Project .........................................................................................................................
Codesign Toolkit ..........................................................................................................................................................
Controversy Mapper ....................................................................................................................................................
Data Crowdsourcing ....................................................................................................................................................
Data Therapy ...............................................................................................................................................................
Digital Humanitarian Marketplace ................................................................................................................................
Erase the Border ..........................................................................................................................................................
FOLD ...........................................................................................................................................................................
Framework for Consent Policies ..................................................................................................................................
HackathonFAQ ............................................................................................................................................................
Mapping the Globe .......................................................................................................................................................
Media Cloud .................................................................................................................................................................
Media Cloud Brazil .......................................................................................................................................................
Media Meter .................................................................................................................................................................
Media Meter Focus ......................................................................................................................................................
NetStories ....................................................................................................................................................................
NewsPad ......................................................................................................................................................................
NGO2.0 ........................................................................................................................................................................
Open Gender Tracker ..................................................................................................................................................
Open Water Project .....................................................................................................................................................
Out for Change: Transformative Media Organizing Project .........................................................................................
PageOneX ...................................................................................................................................................................
Promise Tracker ...........................................................................................................................................................
Sambaza Watts ............................................................................................................................................................
Student Legal Services for Innovation .........................................................................................................................
Terra Incognita: 1000 Cities of the World ....................................................................................................................
thanks.fm .....................................................................................................................................................................
The Babbling Brook .....................................................................................................................................................
The People's Bot ..........................................................................................................................................................
VoIP Drupal ..................................................................................................................................................................
Vojo.co .........................................................................................................................................................................
What We Watch ...........................................................................................................................................................
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V. Michael Bove Jr.: Object-Based Media
Changing storytelling, communication, and everyday life through sensing,
understanding, and new interface technologies.
1.
2.
3D Telepresence
Chair
V. Michael Bove Jr. and Daniel Novy
Awakened Apparel
V. Michael Bove, Laura Perovich and Philippa Mothersill
An autostereoscopic (no glasses) 3D display engine is combined with a "Pepper's
Ghost" setup to create an office chair that appears to contain a remote meeting
participant. The system geometry is also suitable for other applications such as
tabletop or automotive heads-up displays.
This project investigates soft mechanisms, origami, and fashion. We created a
modified Miura fold skirt that changes shape through pneumatic actuation. In the
future, our skirt could dynamically adapt to the climatic, functional, and emotional
needs of the userfor example, it might become shorter in warm weather.
Alumni Contributors: Jennifer Broutin and Kent Larson
3.
BigBarChart
V. Michael Bove and Laura Perovich
BigBarChart is an immersive 3D bar chart that provides a new physical way for
people to interact with data. It takes data beyond visualizations to map out a new
areadata experienceswhich are multisensory, embodied, and aesthetic
interactions. BigBarChart is made up of a number of bars that extend up to 10 feet
to create an immersive experience. Bars change height and color in response to
interactions that are direct (a person entering the room), tangible (pushing down on
a bar to get meta information), or digital (controlling bars and performing statistical
analyses through a tablet). BigBarChart helps both scientists and the general public
understand information from a new perspective. Early prototypes are available.
4.
5.
Bottles&Boxes:
Packaging with
Sensors
Ermal Dreshaj and Daniel Novy
Calliope
V. Michael Bove Jr., Edwina Portocarrero and Ye Wang
We have added inexpensive, low-power, wireless sensors to product packages to
detect user interactions with products. Thus, a bottle can register when and how
often its contents are dispensed (and generate side effects like causing a music
player to play music when the bottle is picked up, or generating an automatic refill
order when near-emptiness is detected). A box can understand usage patterns of its
contents. Consumers can vote for their favorites among several alternatives simply
by handling them more often.
Calliope is the follow-up to the NeverEnding Drawing Machine. A portable,
paper-based platform for interactive story making, it allows physical editing of
shared digital media at a distance. The system is composed of a network of creation
stations that seamlessly blend analog and digital media. Calliope documents and
displays the creative process with no need to interact directly with a computer. By
using human-readable tags and allowing any object to be used as material for
creation, it offers opportunities for cross-cultural and cross-generational
collaboration among peers with expertise in different media.
6.
Consumer
Holo-Video
MIT Media Lab
V. Michael Bove Jr., Bianca Datta, Ermal Dreshaj and Sundeep Jolly
The goal of this project, building upon work begun by Stephen Benton and the
Spatial Imaging group, is to create an inexpensive desktop monitor for a PC or
game console that displays holographic video images in real time, suitable for
October 2014
Page 1
entertainment, engineering, or medical imaging. To date, we have demonstrated the
fast rendering of holo-video images (including stereographic images, which, unlike
ordinary stereograms, have focusing consistent with depth information) from
OpenGL databases on off-the-shelf PC graphics cards; current research addresses
new optoelectronic architectures to reduce the size and manufacturing cost of the
display system.
Alumni Contributors: James D. Barabas, Daniel Smalley and Quinn Y J Smithwick
7.
Crystal Ball
Amir Lazarovich, Dan Novy, Andy Lippman, Michael Bove
A physical interface designed for simultaneous social interaction with visual
material. We built a hemispherical, multi-person, interactive touch display that
allows a small group of people in the same place or in equivalently equipped ones
to jointly interact on the same surface. We created an application that runs on this
platform and presents a selection of visual media and offers recommendations for
common viewing.
8.
Digital Synesthesia
V. Michael Bove and Santiago Eloy Alfaro
Digital Synesthesia looks to evolve the idea of Human-Computer Interfacing and
give way for Human-World Interacting. It aims to find a way for users to experience
the world by perceiving information outside of their sensory capabilities. Modern
technology already offers the ability to detect information from the world that is
beyond our natural sensory spectrum; however, there is still no real way for our
brains and body to incorporate this new information as a part of our sensory toolkit,
so that we can understand our surrounding world in new and undiscovered ways.
The long-term vision of this work is to give users the ability to turn senses on and off
depending on the desired experience. This project is part of the Ultimate Media
initiative and will be applied to the navigation and discovery of media content.
9.
10.
Direct Fringe Writing
of
Computer-Generated
Holograms
V. Michael Bove Jr., Sundeep Jolly and University of Arizona College of
Optical Sciences
Dressed in Data
V. Michael Bove and Laura Perovich
Photorefractive polymer has many attractive properties for dynamic holographic
displays; however, the current display systems based around its use involve
generating holograms by optical interference methods that complicate the optical
and computational architectures of the systems, and limit the kinds of holograms
that can be displayed. We are developing a system to write computer-generated
diffraction fringes directly from spatial light modulators to photorefractive polymers,
resulting in displays with reduced footprint and cost, and potentially higher
perceptual quality.
This project steps beyond data visualizations to create data experiences. It aims to
engage not only the analytic mind, but also the artistic and emotional self. In this
project, chemicals found in peoples bodies and homes are turned into a series of
fashions. Quantities, properties, and sources of chemicals are represented through
various parameters of the fashion, such as fabric color, textures, and sizes. Wearing
these outfits allows people to live the datato experience tangibly the findings from
their homes and bodies. This is the first project in a series of works that seek to
create aesthetic data experiences that prompt researchers and laypeople to engage
with information in new ways.
11.
Drift Bottle
V. Michael Bove, Lingyun Sun and Zhejiang University
How can emotions be conveyed, expressed, and felt? Drift Bottle is a project
exploring interfaces that allow users to "feel" others emotions to promote their
communication. We have developed a voice message-exchange web service.
Based on that, we design and develop several terminals with different interfaces
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October 2014
MIT Media Lab
which convey emotions via media such as light, smell, and motion. One solution is
to convey the emotions in voice messages via different colors of light. Our latest
effort is conveying emotions via smells, with the intention of arousing the same
emotions in the receivers.
12.
13.
Everything Tells a
Story
V. Michael Bove Jr., David Cranor and Edwina Portocarrero
Guided-Wave Light
Modulator
V. Michael Bove Jr., Bianca Datta and Sunny Jolly
Following upon work begun in the Graspables project, we are exploring what
happens when a wide range of everyday consumer products can sense, interpret
into human terms (using pattern recognition methods), and retain memories, such
that users can construct a narrative with the aid of the recollections of the "diaries"
of their sporting equipment, luggage, furniture, toys, and other items with which they
interact.
We are developing inexpensive, efficient, high-bandwidth light modulators based on
lithium niobate guided-wave technology. These modulators are suitable for
demanding, specialized applications such as holographic video displays, as well as
other light modulation uses such as compact video projectors.
Alumni Contributors: Daniel Smalley and Quinn Smithwick
14.
Holoshop
Paula Dawson, Masa Takatsuka, Hiroshi Yoshikawa, Brian Rogers, V. Michael
Bove Jr.
This project aims to make it easy to create 3D drawings that have the highly
nuanced qualities of handmade drawings. Typically, 2D drawing relies on the
conjunction of the friction and pressure of the medium (pencil and paper) to enable
a sensitive registration of the gesture. However, when drawing in 3D there is not
necessarily a support. Holoshop software uses forces and magnetism of open and
closed fields to enable the user to locate fixed and semipermeable supports within
the 3D environment. Holoshop is being developed for use in conjunction with a
haptic device, the Phantom, enabling the user to navigate 3D space though both
touch and vision. Also, the real-time modulation of lines from velocity and pressure
enable responsive drawings which can be exported for holograms, 3D prints, and
other 3D displays. This research is supported under Australian Research Council's
Discovery Projects funding scheme (DP1094613).
15.
Infinity-by-Nine
V. Michael Bove Jr. and Daniel Novy
We are expanding the home-video viewing experience by generating imagery to
extend the TV screen and give the impression that the scene wraps completely
around the viewer. Optical flow, color analysis, and heuristics extrapolate beyond
the screen edge, where projectors provide the viewer's perceptual vision with
low-detail dynamic patterns that are perceptually consistent with the video imagery
and increase the sense of immersive presence and participation. We perform this
processing in real time using standard microprocessors and GPUs.
16.
ListenTree:
Audio-Haptic Display
in the Natural
Environment
MIT Media Lab
V. Michael Bove, Joseph A. Paradiso, Gershon Dublon and Edwina
Portocarrero
ListenTree is an audio-haptic display embedded in the natural environment. Visitors
to our installation notice a faint sound emerging from a tree. By resting their heads
against the tree, they are able to hear sound through bone conduction. To create
this effect, an audio exciter transducer is weatherproofed and attached to the tree's
roots, transforming it into a living speaker, channeling audio through its branches,
and providing vibrotactile feedback. In one deployment, we used ListenTree to
display live sound from an outdoor ecological monitoring sensor network, bringing a
faraway wetland into the urban landscape. Our intervention is motivated by a need
for forms of display that fade into the background, inviting attention rather than
October 2014
Page 3
requiring it. We consume most digital information through devices that alienate us
from our surroundings; ListenTree points to a future where digital information might
become enmeshed in material.
17.
Narratarium
V. Michael Bove Jr., Fransheska Colon, Catherine Havasi, Katherine (Kasia)
Hayden, Daniel Novy, Jie Qi and Robert H. Speer
Narratarium augments printed and oral stories and creative play by projecting
immersive images and sounds. We are using natural language processing to listen
to and understand stories being told, and analysis tools to recognize activity among
sensor-equipped objects such as toys, then thematically augmenting the
environment using video and sound. New work addresses the creation and
representation of audiovisual content for immersive story experiences and the
association of such content with viewer context.
18.
19.
Networked
Playscapes: Dig Deep
V. Michael Bove and Edwina Portocarrero
Pillow-Talk
V. Michael Bove Jr., Edwina Portocarrero and David Cranor
Networked Playscapes re-imagine outdoor play by merging the flexibility and
fantastical of the digital world with the tangible, sensorial properties of physical play
to create hybrid interactions for the urban environment. Dig Deep takes the classic
sandbox found in children's playgrounds and merges it with the common fantasy of
"digging your way to the other side of the world" to create a networked interaction in
tune with child cosmogony.
Pillow-Talk is the first of a series of objects designed to aid creative endeavors
through the unobtrusive acquisition of unconscious, self-generated content to permit
reflexive self-knowledge. Composed of a seamless recording device embedded in a
pillow, and a playback and visualization system in a jar, Pillow-Talk crystallizes that
which we normally forget. This allows users to capture their dreams in a less
mediated way, aiding recollection by priming the experience and providing no
distraction for recall and capture through embodied interaction.
20.
21.
22.
ProtoTouch:
Multitouch Interfaces
to Everyday Objects
V. Michael Bove Jr. and David Cranor
ShAir: A Platform for
Mobile Content
Sharing
Yosuke Bando, Daniel Dubois, Konosuke Watanabe, Arata Miyamoto, Henry
Holtzman, and V. Michael Bove
ShakeOnIt
V. Michael Bove Jr. and David Cranor
An assortment of everyday objects is given the ability to understand multitouch
gestures of the sort used in mobile-device user interfaces, enabling people to use
such increasingly familiar gestures to control a variety of objects, and to "copy" and
"paste" configurations and other information among them.
ShAir is a platform for instantly and easily creating local content-shareable spaces
without requiring an Internet connection or location information. ShAir-enabled
devices can opportunistically communicate with other mobile devices and optional
pervasive storage devices such as WiFi SD cards whenever they enter the radio
range of each other. Digital content can hop through devices in the background
without user intervention. Applications that can be built on top of the platform
include ad-hoc photo/video/music sharing and distribution, opportunistic social
networking and games, digital business card exchange during meetings and
conferences, and local news article sharing on trains and buses.
We are exploring ways to encode information exchange into preexisting natural
interaction patterns, both between people and between a single user and objects
with which he or she interacts on a regular basis. Two devices are presented to
provoke thoughts regarding these information interchange modalities: a pair of
gloves that requires two users to complete a "secret handshake" in order to gain
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October 2014
MIT Media Lab
shared access to restricted information, and a doorknob that recognizes the grasp
of a user and becomes operational only if the person attempting to use it is
authorized to do so.
23.
Slam Force Net
V. Michael Bove Jr., Santiago Alfaro and Daniel Novy
A basketball net incorporates segments of conductive fiber whose resistance
changes with degree of stretch. By measuring this resistance over time, hardware
associated with this net can calculate force and speed of a basketball traveling
through the net. Applications include training, toys that indicate the force and speed
on a display, dunk competitions, and augmented-reality effects on television
broadcasts. This net is far less expensive and more robust than other approaches
to measuring data about the ball (e.g., photosensors or ultrasonic sensors) and the
only physical change required for the hoop or backboard is electrical connections to
the net. Another application of the material is a flat net that can measure velocity of
a ball hit or pitched into it (as in baseball or tennis); it can measure position as well
(e.g., for determining whether a practice baseball pitch would have been a strike).
24.
SurroundVision
V. Michael Bove Jr. and Santiago Alfaro
Adding augmented reality to the living-room TV, we are exploring the technical and
creative implications of using a mobile phone or tablet (and possibly also dedicated
devices like toys) as a controllable "second screen" for enhancing television
viewing. Thus, a viewer could use the phone to look beyond the edges of the
television to see the audience for a studio-based program, to pan around a sporting
event, to take snapshots for a scavenger hunt, or to simulate binoculars to zoom in
on a part of the scene. Recent developments include the creation of a mobile device
app for Apple products and user studies involving several genres of broadcast
television programming.
25.
26.
The "Bar of Soap":
Grasp-Based
Interfaces
V. Michael Bove Jr. and Brandon Taylor
Ultra-High Tech
Apparel
V. Michael Bove, Philippa Mothersill, Laura Perovich, Christopher Bevans
(CBAtelier), and Philipp Schmidt
We have built several handheld devices that combine grasp and orientation sensing
with pattern recognition in order to provide highly intelligent user interfaces. The Bar
of Soap is a handheld device that senses the pattern of touch and orientation when
it is held, and reconfigures to become one of a variety of devices, such as phone,
camera, remote control, PDA, or game machine. Pattern-recognition techniques
allow the device to infer the user's intention based on grasp. Another example is a
baseball that determines a user's pitching style as an input to a video game.
The classic lab coat has been a reliable fashion staple for scientists around the
world. But Media Lab researchers are not only scientistswe are also designers,
tinkerers, philosophers, and artists. We need a different coat! Enter the Media Lab
coat. Our lab coat is uniquely designed for, and with, the Media Lab community. It
features reflective materials, new bonding techniques, and integrated electronics.
Each Labber has different needs. Some require access to Arduinos, others need
moulding materials, yet others carry around motors or smart tablets. The lab coat is
a framework for customization. The coat is just the start. Together with some of the
innovative member companies of the MIT Media Lab, we are exploring protective
eyewear, footwear, and everything in between.
27.
Vision-Based
Interfaces for Mobile
Devices
MIT Media Lab
V. Michael Bove Jr. and Santiago Alfaro
Mobile devices with cameras have enough processing power to do simple
machine-vision tasks, and we are exploring how this capability can enable new user
interfaces to applications. Examples include dialing someone by pointing the
camera at the person's photograph, or using the camera as an input to allow
navigating virtual spaces larger than the device's screen.
October 2014
Page 5
Ed Boyden: Synthetic Neurobiology
Revealing insights into the human condition and repairing brain disorders via
novel tools for mapping and fixing brain computations.
28.
29.
30.
31.
Page 6
Direct Engineering
and Testing of Novel
Therapeutic
Platforms for
Treatment of Brain
Disorders
Leah Acker, Bara Badwan, Changyang Linghu, Zixi Liu, Christian Wentz, Nir
Grossman, Fumi Yoshida, Rin Yunis
Exploratory
Technologies for
Understanding Neural
Circuits
Adam Marblestone, Alexander Clifton, Asmamaw Wassie, Guangyu Xu,
Jae-Byum Chang, Kate Adamala, Ishan Gupta, Fei Chen, Daniel
Martin-Alarcon, Manos Karagiannis, Nikita Pak, Paul Tillberg
Hardware and
Systems for Control
of Neural Circuits
with Light
Harbaljit Sohal, Anthony Zorzos
Molecular Reagents
Enabling Control of
Neurons and
Biological Functions
with Light
Aimei Yang, Amy Chuong, Daniel Schmidt, Nathan Klapoetke
New technologies for controlling neural circuit dynamics, or entering information into
the nervous system, may be capable of serving in therapeutic roles for improving
the health of human patientsenabling the restoration of lost senses, the control of
aberrant or pathological neural dynamics, and the augmentation of neural circuit
computation, through prosthetic means. We are assessing the translational
possibilities opened up by our technologies, exploring the safety and efficacy of
optogenetic neuromodulation in multiple animal models, and also pursuing, both in
our group and in collaborations with others, proofs-of-principle of new kinds of
neural control prosthetics. By combining observation of brain activity with real-time
analysis and responsive optical neurostimulation, new kinds of "brain
co-processors" may be possible which can work efficaciously with the brain to
augment its computational abilities, e.g., in the context of cognitive, emotional,
sensory, or motor disability.
We are continually exploring new strategies for understanding neural circuits, often
in collaboration with other scientific, engineering, and biology research groups. If
you would like to collaborate on such a project, please contact us.
The brain is a densely wired, heterogeneous circuit made out of thousands of
different kinds of cells. Over the last several years, we have developed a set of fully
genetically encoded "optogenetic" reagents that, when targeted to specific cells,
enable their physiology to be controlled via light. To confront the 3D complexity of
the living brain, enabling the analysis of the circuits that causally drive or support
specific neural computations and behaviors, with our collaborators we have
developed hardware for delivery of light into the brain, enabling control of complexly
shaped neural circuits, as well as the ability to combinatorially activate and silence
neural activity in distributed neural circuits. We anticipate that these tools will enable
the systematic analysis of the brain circuits that mechanistically and causally
contribute to specific behaviors and pathologies.
Over the last several years our lab and our collaborators have pioneered a new
area: the development of a number of fully genetically encoded reagents that, when
targeted to specific cells, enable their physiology to be controlled via light. These
reagents, known as optogenetic tools, enable temporally precise control of neural
electrical activity, cellular signaling, and other high-speed natural as well as
synthetic biology processes and pathways using light. Such tools are now in
widespread use in neuroscience, for the study of the neuron types and activity
patterns that mechanistically and causally contribute to processes ranging from
cognition to emotion to movement, and to brain disorders. These tools are also
being evaluated as components of prototype neural control devices for ultra-precise
treatment of intractable brain disorders.
October 2014
MIT Media Lab
32.
33.
Recording and
Data-Analysis
Technologies for
Observing and
Analyzing Neural
Circuit Dynamics
Caroline Moore-Kochlacs, Deniz Aksel, Jake Bernstein, Jorg Scholvin, Jun
Deguchi, Justin Kinney, Justine Cheng, Kiryl Piatkevich, Kris Payer, Mike
Henninger, Moshe Ben-Ezra, Or Shemesh, Rebecca Luoh, Suhasa
Kodandaramaiah, Young Gyu Yoon
Understanding Neural
Circuit Computations
and Finding New
TherapeuticTargets
Annabelle Singer, Brian Allen, Denis Bozic, Eunice Wu, Giovanni Talei
Franzesi, Melina Tsitsiklis, Rita Ainane, Sean Batir, Sunanda Sharma
The brain is a 3D, densely wired circuit that computes via large sets of widely
distributed neurons interacting at fast timescales. In order to understand the brain,
ideally it would be possible to observe the activity of many neurons with as great a
degree of precision as possible, so as to understand the neural codes and
dynamics that are produced by the circuits of the brain. And, ideally, it would be
possible to understand how those neural codes and dynamics emerge from the
molecular, genetic, and structural properties of the cells making up the circuit. Along
with our collaborators, we are developing a number of innovations to enable such
analyses of neural circuit dynamics. These tools will hopefully enable pictures of
how neurons work together to implement brain computations, and how these
computations go awry in brain disorder states.
We are using our toolssuch as optogenetic neural control and brain circuit
dynamics measurementboth within our lab and in collaborations with others, to
analyze how specific sets of circuit elements within neural circuits give rise to
behaviors and functions such as cognition, emotion, movement, and sensation. We
are also determining which neural circuit elements can initiate or sustain
pathological brain states. Principles of controlling brain circuits may yield
fundamental insights into how best to go about treating brain disorders. Finally, we
are screening for neural circuit targets that, when altered, present potential
therapeutic benefits, and which may serve as potential drug targets or electrical
stimulation targets. In this way we hope to explore systematic, causal, temporally
precise analyses of how neural circuits function, yielding both fundamental scientific
insights and important clinically relevant principles.
Cynthia Breazeal: Personal Robots
Building socially engaging robots and interactive technologies to help people
live healthier lives, connect with others, and learn better.
34.
AIDA: Affective
Intelligent Driving
Agent
MIT Media Lab
Cynthia Breazeal and Kenton Williams
Drivers spend a significant amount of time multi-tasking while they are behind the
wheel. These dangerous behaviors, particularly texting while driving, can lead to
distractions and ultimately to accidents. Many in-car interfaces designed to address
this issue still neither take a proactive role to assist the driver nor leverage aspects
of the driver's daily life to make the driving experience more seamless. In
collaboration with Volkswagen/Audi and the SENSEable City Lab, we are
developing AIDA (Affective Intelligent Driving Agent), a robotic driver-vehicle
interface that acts as a sociable partner. AIDA elicits facial expressions and strong
non-verbal cues for engaging social interaction with the driver. AIDA also leverages
the driver's mobile device as its face, which promotes safety, offers proactive driver
support, and fosters deeper personalization to the driver.
October 2014
Page 7
35.
36.
Animal-Robot
Interaction
Brad Knox, Patrick Mccabe and Cynthia Breazeal
Cloud-HRI
Cynthia Breazeal, Nicholas DePalma, Adam Setapen and Sonia Chernova
Like people, dogs and cats live among technologies that affect their lives. Yet little
of this technology has been designed with pets in mind. We are developing systems
that interact intelligently with animals to entertain, exercise, and empower them.
Currently, we are developing a laser-chasing game, in which dogs or cats are
tracked by a ceiling-mounted webcam, and a computer-controlled laser is moved
with knowledge of the pet's position and movement. Machine learning will be
applied to optimize the specific laser strategy. We envision enabling owners to
initiate and view the interaction remotely through a web interface, providing
stimulation and exercise to pets when the owners are at work or otherwise cannot
be present.
Imagine opening your eyes and being awake for only half an hour at a time. This is
the life that robots traditionally live. This is due to a number of factors such as
battery life and wear on prototype joints. Roboticists have typically muddled though
this challenge by crafting handmade perception and planning models of the world,
or by using machine learning with synthetic and real-world data, but cloud-based
robotics aims to marry large distributed systems with machine learning techniques
to understand how to build robots that interpret the world in a richer way. This
movement aims to build large-scale machine learning algorithms that use
experiences from large groups of people, whether sourced from a large number of
tabletop robots or a large number of experiences with virtual agents. Large-scale
robotics aims to change embodied AI as it changed non-embodied AI.
37.
Command Not Found
David Nunez, Tod Machover, Cynthia Breazeal
A performance between a human and a robot tells the story of growing older and
trying to maintain friendships with those we meet along the way. This project
explores live-coding with a robot, in which the actor creates and executes software
on a robot in real time; the audience can watch the program evolve on screen and
the code, itself, is part of the narrative.
38.
39.
DragonBot: Android
Phone Robots for
Long-Term HRI
Adam Setapen, Natalie Freed, and Cynthia Breazeal
Global Literacy
Tablets
Cynthia Breazeal, David Nunez, Tinsley Galyean, Maryanne Wolf (Tufts), and
Robin Morris (GSU)
DragonBot is a new platform built to support long-term interactions between children
and robots. The robot runs entirely on an Android cell phone, which displays an
animated virtual face. Additionally, the phone provides sensory input (camera and
microphone) and fully controls the actuation of the robot (motors and speakers).
Most importantly, the phone always has an Internet connection, so a robot can
harness cloud-computing paradigms to learn from the collective interactions of
multiple robots. To support long-term interactions, DragonBot is a "blended-reality"
characterif you remove the phone from the robot, a virtual avatar appears on the
screen and the user can still interact with the virtual character on the go. Costing
less than $1,000, DragonBot was specifically designed to be a low-cost platform
that can support longitudinal human-robot interactions "in the wild."
We are developing a system of early literacy apps, games, toys, and robots that will
triage how children are learning, diagnose literacy deficits, and deploy dosages of
content to encourage app play using a mentoring algorithm that recommends an
appropriate activity given a child's progress. Currently, over 200 Android-based
tablets have been sent to children around the world; these devices are instrumented
to provide a very detailed picture of how kids are using these technologies. We are
using this big data to discover usage and learning models that will inform future
educational development.
Page 8
October 2014
MIT Media Lab
40.
41.
42.
Mind-Theoretic
Planning for Robots
Cynthia Breazeal and Sigurdur Orn Adalgeirsson
Robot Learning from
Human-Generated
Rewards
Brad Knox, Robert Radway, Tom Walsh, and Cynthia Breazeal
Robotic Language
Learning
Companions
Cynthia Breazeal, Jacqueline Kory, Sooyeon Jeong, Paul Harris, Dave
DeSteno, and Leah Dickens
Mind-Theoretic Planning (MTP) is a technique for robots to plan in social domains.
This system takes into account probability distributions over the initial beliefs and
goals of people in the environment that are relevant to the task, and creates a
prediction of how they will rationally act on their beliefs to achieve their goals. The
MTP system then proceeds to create an action plan for the robot that
simultaneously takes advantage of the effects of anticipated actions of others and
also avoids interfering with them.
To serve us well, robots and other agents must understand our needs and how to
fulfill them. To that end, our research develops robots that empower humans by
interactively learning from them. Interactive learning methods enable technically
unskilled end-users to designate correct behavior and communicate their task
knowledge to improve a robot's task performance. This research on interactive
learning focuses on algorithms that facilitate teaching by signals of approval and
disapproval from a live human trainer. We operationalize these feedback signals as
numeric rewards within the machine-learning framework of reinforcement learning.
In comparison to the complementary form of teaching by demonstration, this
feedback-based teaching may require less task expertise and place less cognitive
load on the trainer. Envisioned applications include human-robot collaboration and
assistive robotic devices for handicapped users, such as myolectrically controlled
prosthetics.
Young children learn language not through listening alone, but through active
communication with a social actor. Cultural immersion and context are also key in
long-term language development. We are developing robotic conversational
partners and hybrid physical/digital environments for language learning. For
example, the robot Sophie helped young children learn French through a
food-sharing game. The game was situated on a digital tablet embedded in a café
table. Sophie modeled how to order food and as the child practiced the new
vocabulary, the food was delivered via digital assets onto the table's surface.
Meanwhile, a teacher or parent can observe and shape the interaction remotely via
a digital tablet interface to adjust the robot's conversation and behavior to support
the learner. More recently, we have been examining how social nonverbal
behaviors impact children's perceptions of the robot as an informant and social
companion.
Alumni Contributors: Natalie Anne Freed and Adam Michael Setapen
43.
Socially Assistive
Robotics: An NSF
Expedition in
Computing
Tufts University, University of Southern California, Kasia Hayden with
Stanford University, Cynthia Breazeal, Edith Ackermann, Catherine Havasi,
Sooyeon Jeong, Brad Knox, Jacqueline Kory, Jin Joo Lee, Samuel Spaulding,
Willow Garage and Yale University
Our mission is to develop the computational techniques that will enable the design,
implementation, and evaluation of "relational" robots, in order to encourage social,
emotional, and cognitive growth in children, including those with social or cognitive
deficits. Funding for the project comes from the NSF Expeditions in Computing
program. This Expedition has the potential to substantially impact the effectiveness
of education and healthcare, and to enhance the lives of children and other groups
that require specialized support and intervention. In particular, the MIT effort is
focusing on developing second language learning companions for pre-school aged
children, ultimately for ESL (English as a Second Language).
MIT Media Lab
October 2014
Page 9
44.
TinkRBook:
Reinventing the
Reading Primer
Cynthia Breazeal, Angela Chang, and David Nunez
TinkRBook is a storytelling system that introduces a new concept of reading, called
textual tinkerability. Textual tinkerability uses storytelling gestures to expose the
text-concept relationships within a scene. Tinkerability prompts readers to become
more physically active and expressive as they explore concepts in reading together.
TinkRBooks are interactive storybooks that prompt interactivity in a subtle way,
enhancing communication between parents and children during shared picture-book
reading. TinkRBooks encourage positive reading behaviors in emergent literacy:
parents act out the story to control the words onscreen, demonstrating print
referencing and dialogic questioning techniques. Young children actively explore the
abstract relationship between printed words and their meanings, even before this
relationship is properly understood. By making story elements alterable within a
narrative, readers can learn to read by playing with how word choices impact the
storytelling experience. Recently, this research has been applied in developing
countries.
Alumni Contributor: Angela Chang
Hugh Herr: Biomechatronics
Enhancing human physical capability.
45.
46.
Artificial
Gastrocnemius
Hugh Herr and Ken Endo
Biomimetic Active
Prosthesis for
Above-Knee
Amputees
Hugh Herr, Elliott Rouse and Luke Mooney
Human walking neuromechanical models show how each muscle works during
normal, level-ground walking. They are mainly modeled with clutches and linear
springs, and are able to capture dominant normal walking behavior. This suggests
to us to use a series-elastic clutch at the knee joint for below-knee amputees. We
have developed the powered ankle prosthesis, which generates enough force to
enable a user to walk "normally." However, amputees still have problems at the
knee joint due to the lack of gastrocnemius, which works as an ankle-knee flexor
and a plantar flexor. We hypothesize that metabolic cost and EMG patterns of an
amputee with our powered ankle and virtual gastrocnemius will dramatically
improve.
Using biologically inspired design principles, a biomimetic robotic knee prosthesis is
proposed that uses a clutchable series-elastic actuator. In this design, a clutch is
placed in parallel to a combined motor and spring. This architecture permits the
mechanism to provide biomimetic walking dynamics while requiring minimal
electromechanical energy from the prosthesis. The overarching goal for this project
is to design a new generation of robotic knee prostheses capable of generating
significant energy during level-ground walking, that can be stored in a battery and
used to power a robotic ankle prosthesis and other net-positive locomotion modes
(i.e., stair ascent).
Alumni Contributor: Ernesto C. Martinez-Villalpando
Page 10
October 2014
MIT Media Lab
47.
Control of
Muscle-Actuated
Systems via
Electrical Stimulation
Hugh Herr
Motivated by applications in rehabilitation and robotics, we are developing
methodologies to control muscle-actuated systems via electrical stimulation. As a
demonstration of such potential, we are developing centimeter-scale robotic
systems that utilize muscle for actuation and glucose as a primary source of fuel.
This is an interesting control problem because muscles: a) are mechanical
state-dependent actuators; b) exhibit strong nonlinearities; and c) have slow
time-varying properties due to fatigue-recuperation, growth-atrophy, and
damage-healing cycles. We are investigating a variety of adaptive and robust
control techniques to enable us to achieve trajectory tracking, as well as mechanical
power-output control under sustained oscillatory conditions. To implement and test
our algorithms, we developed an experimental capability that allows us to
characterize and control muscle in real time, while imposing a wide variety of
dynamical boundary conditions.
Alumni Contributor: Waleed A. Farahat
48.
49.
50.
Dancing Control
System for Bionic
Ankle Prosthesis
Hugh Herr, Bevin Lin, Elliott Rouse, Nathan Villagaray-Carski and Robert
Emerson
Effect of a Powered
Ankle on Shock
Absorption and
Interfacial Pressure
Hugh Herr and David Hill
FitSocket: A Better
Way to Make Sockets
Arthur Petron, Hugh Herr, Roy Kornbluh (SRI), and Neri Oxman
Professional ballroom dancer Adrianne Haslet-Davis lost her natural ability to dance
when her left leg was amputated below the knee following the Boston Marathon
bombings in April 2013. Hugh Herr was introduced to Adrianne while meeting with
bombing survivors at Bostons Spaulding Rehabilitation Hospital. For Professor
Herr, this meeting generated a research challenge: build Adrianne a bionic ankle
prosthesis, and restore her ability to dance. The research team for this project spent
some 200 days studying the biomechanics of dancing and designing the bionic
technology based on their investigations. The control system for Adrianne was
implemented on a customized BiOM bionic ankle prosthesis.
Lower-extremity amputees face a series of potentially serious post-operative
complications. Among these are increased risk of further amputations, excessive
stress on the unaffected and residual limbs, and discomfort at the human-prosthesis
interface. Currently, conventional, passive prostheses have made strides towards
alleviating the risk of experiencing complications, but we believe that the limit of
"dumb" elastic prostheses has been reached; in order to make further strides we
must integrate "smart" technology in the form of sensors and actuators into
lower-limb prostheses. This project compares the elements of shock absorption and
socket pressure between passive and active ankle-foot prostheses. It is an attempt
to quantitatively evaluate the patient's comfort.
Socketsthe cup-shaped devices that attach an amputated limb to a lower-limb
prosthesisare made through unscientific, artisanal methods that do not have
repeatable quality and comfort from one individual to the next. The FitSocket project
aims to identify the correlation between leg tissue properties and the design of a
comfortable socket. The FitSocket is a robotic socket measurement device that
directly measures tissue properties. With this data, we can rapid-prototype test
sockets and socket molds in order to make rigid, spatially variable stiffness, and
spatially/temporally variable stiffness sockets.
Alumni Contributor: Elizabeth Tsai
MIT Media Lab
October 2014
Page 11
51.
52.
FlexSEA: Flexible,
Scalable Electronics
Architecture for
Prosthetic and
Robotic Applications
Hugh Herr and Jean-Francois Duval
Human Walking
Model Predicts Joint
Mechanics,
Electromyography,
and Mechanical
Economy
Hugh Herr, Matthew Furtney and Stanford Research Institute
This project aims to enable fast prototyping of a multi-axis and multi-joint active
prosthesis by developing a new modular electronics system. This system provides
the required hardware and software to do precise motion control, data acquisition,
and networking. Scalability is obtained by the use of a fast industrial communication
protocol between the modules, and by a standardization of the peripherals
interfaces: it is possible to add functionalities to the system simply by plugging
additional cards. Hardware and software encapsulation is used to provide
high-performance, real-time control of the actuators while keeping the high-level
algorithmic development and prototyping simple, fast, and easy.
We are studying the mechanical behavior of leg muscles and tendons during human
walking in order to motivate the design of power-efficient robotic legs. The
Endo-Herr walking model uses only three actuators (leg muscles) to power
locomotion. It uses springs and clutches in place of other essential tendons and
muscles to store energy and transfer energy from one joint to another during
walking. Since mechanical clutches require much less energy than electric motors,
this model can be used to design highly efficient robotic legs and exoskeletons.
Current work includes analysis of the model at variable walking speeds and
informing design specifications for a collaborative SuperFlex exosuit project.
Alumni Contributor: Ken Endo
53.
54.
55.
Page 12
Load-Bearing
Exoskeleton for
Augmentation of
Human Running
Hugh Herr, Grant Elliott and Andrew Marecki
Neural Interface
Technology for
Advanced Prosthetic
Limbs
Edward Boyden, Hugh Herr, Ron Riso and Katherine Song
Powered Ankle-Foot
Prosthesis
Hugh Herr
Augmentation of human locomotion has proved an elusive goal. Natural human
walking is extremely efficient and the complex articulation of the human leg poses
significant engineering difficulties. We present a wearable exoskeleton designed to
reduce the metabolic cost of jogging. The exoskeleton places a stiff fiberglass
spring in parallel with the complete leg during stance phase, then removes it so that
the knee may bend during leg swing. The result is a bouncing gait with reduced
reliance on the musculature of the knee and ankle.
Recent advances in artificial limbs have resulted in the provision of powered ankle
and knee function for lower extremity amputees and powered elbow, wrist, and
finger joints for upper extremity prostheses. Researchers still struggle, however,
with how to provide prosthesis users with full volitional and simultaneous control of
the powered joints. This project seeks to develop means to allow amputees to
control their powered prostheses by activating the peripheral nerves present in their
residual limb. Such neural control can be more natural than currently used
myoelectric control since the same functions previously served by particular motor
fascicles can be directed to the corresponding prosthesis actuators for simultaneous
joint control, as in normal limbs. Future plans include the capability to electrically
activate the sensory components of residual limb nerves to provide amputees with
tactile feedback and an awareness of joint position from their prostheses.
The human ankle provides a significant amount of net positive work during the
stance period of walking, especially at moderate to fast walking speeds.
Conversely, conventional ankle-foot prostheses are completely passive during
stance, and consequently, cannot provide net positive work. Clinical studies indicate
that transtibial amputees using conventional prostheses experience many problems
during locomotion, including a high gait metabolism, a low gait speed, and gait
asymmetry. Researchers believe the main cause for the observed locomotion is due
to the inability of conventional prostheses to provide net positive work during
October 2014
MIT Media Lab
stance. The objective of this project is to develop a powered ankle-foot prosthesis
that is capable of providing net positive work during the stance period of walking. To
this end, we are investigating the mechanical design and control system
architectures for the prosthesis. We are also conducting a clinical evaluation of the
proposed prosthesis on different amputee participants.
Alumni Contributor: Samuel Au
56.
57.
58.
59.
Sensor-Fusions for
an EMG Controlled
Robotic Prosthesis
Matthew Todd Farrell and Hugh Herr
Tethered Robotic
System for
Understanding
Human Movements
Hugh Herr and Jiun-Yih Kuan
Variable-Impedance
Prosthetic (VIPr)
Socket Design
Hugh Herr, Arthur J Petron, Bryan Ranger and David Sengeh
Volitional Control of a
Powered Ankle-Foot
Prosthesis
Hugh Herr and Oliver Kannape
MIT Media Lab
Current unmotorized prostheses do not provide adequate energy return during late
stance to improve level-ground locomotion. Robotic prostheses can provide power
during late-stance to improve metabolic economy in an amputee during
level-ground walking. This project seeks to improve the types of terrain a robotic
ankle can successfully navigate by using command signals taken from the intact
and residual limbs of an amputee. By combining these commands signals with
sensors attached to the robotic ankle, it might be possible to further understand the
role of physiological signals in the terrain adaptation of robotic ankles.
The goal of this project is to build a powerful system as a scientific tool for bridging
the gap in the literature by determining the dynamic biomechanics of the lower-limb
joints and metabolic effects of physical interventions during natural locomotion. This
system is meant for use in applying forces to the human body and measuring the
force, displacement, and other physiological properties simultaneously, helping
investigate controllability and efficacy of mechanical devices physically interacting
with a human subject.
Today, 100 percent of amputees experience some form of prosthetic socket
discomfort. This project involves the design and production of a comfortable,
variable impedance prosthetic (VIPr) socket using digital anatomical data for a
transtibial amputee using computer-aided design and manufacturing (CAD/CAM).
The VIPr socket uses multiple materials to achieve compliance, thereby increasing
socket comfort for amputees, while maintaining structural integrity. The compliant
features are seamlessly integrated into the 3D-printed socket to achieve lower
interface peak pressures over bony protuberances and other anatomical points in
comparison to a conventional socket. This lower peak pressure is achieved through
a design that uses anthropomorphic data acquired through surface scan and
Magnetic Resonance Imaging techniques. A mathematical transformation maps the
quantitative measurements of the human residual limb to the corresponding socket
shape and impedance characteristics, spatially.
This project focuses on giving transtibial amputees volitional control over their
prostheses by combining electromyographic (EMG) activity from the amputees'
residual limb muscles with intrinsic controllers on the prosthesis. The aim is to
generalize biomimetic behavior of the prosthesis, making it independent of walking
terrains and transitions.
October 2014
Page 13
Cesar Hidalgo: Macro Connections
Transforming data into knowledge.
60.
Data Visualization:
The Pixel Factory
NEW LISTING
61.
DIVE
NEW LISTING
62.
FOLD
NEW LISTING
63.
GIFGIF
Cesar A. Hidalgo and Macro Connections group
The rise of computational methods has generated a new natural resource: data.
While it's unclear if big data will open up trillion-dollar markets, it is clear that making
sense of data isn't easy, and that data visualizations are essential to squeeze
meaning out of data. But the capacity to create data visualizations is not
widespread; to help develop it we introduce the Pixel Factory, a new initiative
focusing on the creation of data-visualization resources and tools in collaboration
with corporate members. Our goals are to create software resources for
development of online data-visualization platforms that work with any type of data;
and to create these resources as a means to learn. The most valuable outcome of
this work will not be the software resources producedincredible as these could
bebut the generation of people with the capacity to make these resources.
Cesar A. Hidalgo, Manuel Aristaran and Kevin Zeng Hu
The Data Integration and Visualization Engine (DIVE) is a platform for
semi-automatically generating web-based, interactive visualizations of structured
data sets. DIVE will allow users to quickly and efficiently create visualization
engines like the Observatory of Economic Complexity, DataViva, and Pantheon.
Three components lie at the core of DIVE: inferring the properties and models
underlying arbitrary datasets, mapping these properties to visualizations, and
programmatically creating scalable, customizable websites integrating these
visualizations.
Alexis Hope, Kevin Hu
Imagine reading about the 2008 housing crisis without knowing what a mortgage is.
Jumping into complex news stories is difficult, particularly stories requiring historical
or technical context. We hypothesize that the feeling of frustration and inadequacy
that comes with not being able to understand the news causes readers to turn away
from specific pieces or entire stories. FOLD is an authoring and publishing platform
allowing storytellers to structure and contextualize their stories to make their work
more accessible. Authors can provide curated tangents to readers by integrating
contextual information from online sources or by reusing other authors context
blocks. Readers can progress through a story vertically to read the narrative, and
side-to-side to access these context blocks. We believe that FOLD can help readers
of all ages and backgrounds confidently engage with complex stories.
Cesar A. Hidalgo, Andrew Lippman, Kevin Zeng Hu and Travis Rich
An animated gif is a magical thing. It contains the power to compactly convey
emotion, empathy, and context in a subtle way that text or emoticons often miss.
GIFGIF is a project to combine that magic with quantitative methods. Our goal is to
create a tool that lets people explore the world of gifs by the emotions they evoke,
rather than by manually entered tags. A web site with 200,000 users maps the GIFs
to an emotion space and lets you peruse them interactively.
64.
Immersion
Deepak Jagdish, Daniel Smilkov and Cesar Hidalgo
Immersion is a visual data experiment that delivers a fresh perspective of your email
inbox. Focusing on a people-centric approach rather than the content of the emails,
Immersion brings into view an important personal insightthe network of people you
Page 14
October 2014
MIT Media Lab
are connected to via email, and how it evolves over the course of many years.
Given that this experiment deals with data that is extremely private, it is worthwhile
to note that when given secure access to your Gmail inbox (which you can revoke
any time), Immersion only uses data from email headers and not a single word of
any email's subject or body content.
65.
Opus
Cesar A. Hidalgo and Miguel Guevara
Opus is an online tool exploring the work and trajectory of scholars. Through a suite
of interactive visualizations, Opus help users explore the academic impact of a
scholar's publications, discover her network of collaborators, and identify her peers.
66.
Pantheon
Ali Almossawi, Andrew Mao, Defne Gurel, Cesar A. Hidalgo, Kevin Zeng Hu,
Deepak Jagdish, Amy Yu, Shahar Ronen and Tiffany Lu
We were not born with the ability to fly, cure disease, or communicate at long
distances, but we were born in a society that endows us with these capacities.
These capacities are the result of information that has been generated by humans
and that humans have been able to embed in tangible and digital objects. This
information is all around us: it's the way in which the atoms in an airplane are
arranged or the way in which our cellphones whisper dance instructions to
electromagnetic waves. Pantheon is a project celebrating the cultural information
that endows our species with these fantastic capacities. To celebrate our global
cultural heritage, we are compiling, analyzing, and visualizing datasets that can help
us understand the process of global cultural development.
67.
Place Pulse
Phil Salesses, Anthony DeVincenzi, and César A. Hidalgo
Place Pulse is a website that allows anybody to quickly run a crowdsourced study
and interactively visualize the results. It works by taking a complex question, such
as Which place in Boston looks the safest? and breaking it down into
easier-to-answer binary pairs. Internet participants are given two images and asked
"Which place looks safer?" From the responses, directed graphs are generated and
can be mined, allowing the experimenter to identify interesting patterns in the data
and form new hypothesis based on their observations. It works with any city or
question and is highly scalable. With an increased understanding of human
perception, it should be possible for calculated policy decisions to have a
disproportionate impact on public opinion.
68.
StreetScore
NEW LISTING
MIT Media Lab
Nikhil Naik, Jade Philipoom, Ramesh Raskar, Cesar Hidalgo
StreetScore is a machine learning algorithm that predicts the perceived safety of a
streetscape. StreetScore was trained using 2,920 images of streetscapes from New
York and Boston and their rankings for perceived safety obtained from a
crowdsourced survey. To predict an image's score, StreetScore decomposes this
image into features and assigns the image a score based on the associations
between features and scores learned from the training dataset. We use StreetScore
to create a collection of map visualizations of perceived safety of street views from
cities in the United States. StreetScore allows us to scale up the evaluation of
streetscapes by several orders of magnitude when compared to a crowdsourced
survey. StreetScore can empower research groups working on connecting urban
perception with social and economic outcomes by providing high resolution data on
urban perception.
October 2014
Page 15
69.
70.
71.
72.
Page 16
The Economic
Complexity
Observatory
Alex Simoes and César A. Hidalgo
The Language Group
Network
Shahar Ronen, Kevin Hu, Michael Xu, and César A. Hidalgo
The Network Impact
in Success
Cesar A. Hidalgo and Miguel Guevara
The Privacy Bounds
of Human Mobility
Cesar A. Hidalgo and Yves-Alexandre DeMontjoye
With more than six billion people and 15 billion products, the world economy is
anything but simple. The Economic Complexity Observatory is an online tool that
helps people explore this complexity by providing tools that can allow decision
makers to understand the connections that exist between countries and the myriad
of products they produce and/or export. The Economic Complexity Observatory
puts at everyones fingertips the latest analytical tools developed to visualize and
quantify the productive structure of countries and their evolution.
Most interactions between cultures require overcoming a language barrier, which is
why multilingual speakers play an important role in facilitating such interactions. In
addition, certain languagesnot necessarily the most spoken onesare more likely
than others to serve as intermediary languages. We present the Language Group
Network, a new approach for studying global networks using data generated by tens
of millions of speakers from all over the world: a billion tweets, Wikipedia edits in all
languages, and translations of two million printed books. Our network spans over
eighty languages, and can be used to identify the most connected languages and
the potential paths through which information diffuses from one culture to another.
Applications include promotion of cultural interactions, prediction of trends, and
marketing.
Diverse teams of authors are known to generate higher-impact research papers, as
measured by their number of citations. But is this because cognitively diverse teams
produce higher quality work, which is more likely to get cited and adopted? Or is it
because they possess a larger number of social connections through which to
distribute their findings? In this project we are mapping the co-authorship networks
and the academic diversity of the authors in a large volume of scientific publications
to test whether the adoption of papers is explained by cognitive diversity or the size
of the network associated with each of these authors. This project will help us
understand whether the larger levels of adoption of work generated by diverse
groups is the result of higher quality, or better connections.
We used 15 months of data from 1.5 million people to show that four
pointsapproximate places and timesare enough to identify 95 percent of individuals
in a mobility database. Our work shows that human behavior puts fundamental
natural constraints on the privacy of individuals, and these constraints hold even
when the resolution of the dataset is low. These results demonstrate that even
coarse datasets provide little anonymity. We further developed a formula to
estimate the uniqueness of human mobility traces. These findings have important
implications for the design of frameworks and institutions dedicated to protect the
privacy of individuals.
October 2014
MIT Media Lab
Hiroshi Ishii: Tangible Media
Seamlessly coupling the worlds of bits and atoms by giving dynamic physical
form to digital information and computation.
73.
Andante
Xiao Xiao and Hiroshi Ishii
Andante is a representation of music as animated characters walking along the
piano keyboard that appear to play the physical keys with each step. Based on a
view of music pedagogy that emphasizes expressive, full-body communication early
in the learning process, Andante promotes an understanding of the music rooted in
the body, taking advantage of walking as one of the most fundamental human
rhythms.
74.
inFORM
Hiroshi Ishii, Alex Olwal, Daniel Leithinger and Sean Follmer
Shape displays can be used to render both 3D physical content and user interface
elements. We propose to use shape displays in three different ways to mediate
interaction: facilitate, providing dynamic physical affordances through shape
change; restrict, guiding users through dynamic physical constraints; and
manipulate, actuating passive physical objects on the interface surface. We
demonstrate this on a new, high-resolution shape display.
75.
76.
jamSheets:
Interacting with Thin
Stiffness-Changing
Material
Jifei Ou, Lining Yao, Daniel Tauber, Juergen Steimle, Ryuma Niiyama, Hiroshi
Ishii
MirrorFugue
Xiao Xiao and Hiroshi Ishii
This project introduces layer jamming as an enabling technology for designing
deformable, stiffness-tunable, thin sheet interfaces. Interfaces that exhibit tunable
stiffness properties can yield dynamic haptic feedback and shape deformation
capabilities. In comparison to the particle jamming, layer jamming allows for
constructing thin and lightweight form factors of an interface. We propose five layer
structure designs and an approach which composites multiple materials to control
the deformability of the interfaces. We also present methods to embed different
types of sensing and pneumatic actuation layers on the layer-jamming unit. Through
three application prototypes we demonstrate the benefits of using layer jamming in
interface design. Finally, we provide a survey of materials that have proven
successful for layer jamming.
MirrorFugue is an installation for a player piano that evokes the impression that the
"reflection" of a disembodied pianist is playing the physically moving keys. Live
music emanates from a grand piano, whose keys move under the supple touch of a
pianist's hands reflected on the lacquered surface of the instrument. The pianist's
face is displayed on the music stand, with subtle expressions projecting the
emotions of the music. MirrorFugue recreates the feeling of a live performance, but
no one is actually there. The pianist is an illusion of light and mirrors, a ghost both
present and absent. Viewing MirrorFugue evokes the sense of walking into a
memory, where the pianist plays without awareness of the viewer's presence; or, it
is as if viewers were ghosts in another's dream, able to sit down in place of the
performing pianist and play along.
MIT Media Lab
October 2014
Page 17
77.
Physical
Telepresence
Daniel Leithinger, Sean Follmer, Alex Olwal and Hiroshi Ishii
We propose a new approach to physical telepresence, based on shared
workspaces with the ability to capture and remotely render the shapes of people
and objects. In this paper, we describe the concept of shape transmission, and
propose interaction techniques to manipulate remote physical objects and physical
renderings of shared digital content. We investigate, how the representation of
users body parts can be altered to amplify their capabilities for teleoperation. A
preliminary evaluation found users were able to manipulate simple objects remotely,
and found many different techniques for manipulation that highlight the expressive
nature of our system.
Alumni Contributor: Alex Olwal
78.
79.
Pneumatic
Shape-Changing
Interfaces
Hiroshi Ishii, Jifei Ou, Lining Yao, Ryuma Niiyama and Sean Follmer
Radical Atoms
Hiroshi Ishii
An enabling technology to build shape-changing interfaces through pneumatically
driven soft composite materials. The composite materials integrate the capabilities
of both input sensing and active shape output. We explore four applications: a
multi-shape mobile device, table-top shape-changing tangibles, dynamically
programmable texture for gaming, and shape-shifting lighting apparatus.
Radical Atoms is our vision of interactions with future material. Radical Atoms takes
a leap beyond Tangible Bits by assuming a hypothetical generation of materials that
can change form and appearance dynamically, becoming as reconfigurable as
pixels on a screen. Radical Atoms is a computationally transformable and
reconfigurable material that is bidirectionally coupled with an underlying digital
model (bits) so that dynamic changes of physical form can be reflected in digital
states in real time, and vice versa.
Alumni Contributors: Keywon Chung, Adam Kumpf, Amanda Parkes, Hayes Raffle
and Jamie B Zigelbaum
80.
Tangible Bits
Hiroshi Ishii, Sean Follmer, Jinha Lee, Daniel Leithinger and Xiao Xiao
People have developed sophisticated skills for sensing and manipulating our
physical environments, but traditional GUIs (Graphical User Interfaces) do not
employ most of them. Tangible Bits builds upon these skills by giving physical form
to digital information, seamlessly coupling the worlds of bits and atoms. We are
designing "tangible user interfaces" that employ physical objects, surfaces, and
spaces as tangible embodiments of digital information. These include foreground
interactions with graspable objects and augmented surfaces, exploiting the human
senses of touch and kinesthesia. We also explore background information displays
that use "ambient media"light, sound, airflow, and water movementto communicate
digitally mediated senses of activity and presence at the periphery of human
awareness. We aim to change the "painted bits" of GUIs to "tangible bits," taking
advantage of the richness of multimodal human senses and skills developed
through our lifetimes of interaction with the physical world.
Alumni Contributors: Yao Wang, Mike Ananny, Scott Brave, Dan Chak, Angela
Chang, Seung-Ho Choo, Keywon Chung, Andrew Dahley, Philipp Frei, Matthew G.
Gorbet, Adam Kumpf, Jean-Baptiste Labrune, Vincent Leclerc, Jae-Chol Lee, Ali
Mazalek, Gian Antonio Pangaro, Amanda Parkes, Ben Piper, Hayes Raffle, Sandia
Ren, Kimiko Ryokai, Victor Su, Brygg Ullmer, Catherine Vaucelle, Craig Wisneski,
Paul Yarin and Jamie B Zigelbaum
Page 18
October 2014
MIT Media Lab
81.
THAW
Sang-won Leigh, Philipp Schoessler, Hiroshi Ishii, Pattie Maes
We present a novel interaction system that allows collocated screen devices to work
together. The system tracks the position of a smartphone placed on a host
computer screen. As a result, the smartphone can interact directly with data
displayed on the host computer, which opens up a novel interaction space. We
believe that the space on and above the computer screen will open up huge
possibilities for new types of interactions. What makes this technology especially
interesting is todays ubiquity of smartphones and the fact that we can achieve the
tracking solely through installing additional software on potentially any phone or
computer.
82.
TRANSFORM
NEW LISTING
Hiroshi Ishii, Sean Follmer, Daniel Leithinger, Philipp Schoessler, Amit Zoran
and LEXUS International
TRANSFORM fuses technology and design to celebrate its transformation from still
furniture to a dynamic machine driven by a stream of data and energy.
TRANSFORM aims to inspire viewers with unexpected transformations and the
aesthetics of the complex machine in motion. First exhibited at LEXUS DESIGN
AMAZING MILAN (April 2014), the work comprises three dynamic shape displays
that move over one thousand pins up and down in real time to transform the
tabletop into a dynamic tangible display. The kinetic energy of the viewers, captured
by a sensor, drives the wave motion represented by the dynamic pins. The motion
design is inspired by dynamic interactions among wind, water, and sand in nature,
Eschers representations of perpetual motion, and the attributes of sand castles
built at the seashore. TRANSFORM tells of the conflict between nature and
machine, and its reconciliation, through the ever-changing tabletop landscape.
Joseph M. Jacobson: Molecular Machines
Engineering at the limits of complexity with molecular-scale parts.
83.
Context-Aware
Biology
NEW LISTING
MIT Media Lab
Joseph M. Jacobson and Charles Fracchia
Current biological research workflows make use of disparate, poorly integrated
systems that cause a large mental burden on the scientist, leading to mistakes on
often long, complex, and costly experimental procedures. The lack of open tools to
assist in the collection of distributed experimental conditions and data is largely
responsible for making protocols difficult to debug and laboratory practice hard to
learn. In this work, we describe an open Protocol Descriptor Language (PDL) and
system to enable a context-rich, quantitative approach to biological research. We
detail the development of a closed-loop pipetting technology and a wireless, sample
temperature sensor that integrate with our Protocol Description platform, enabling
novel, real-time experimental feedback to the researcher, thereby reducing
mistakes and increasing overall scientific reproducibility.
October 2014
Page 19
84.
GeneFab
Bram Sterling, Kelly Chang, Joseph M. Jacobson, Peter Carr, Brian Chow,
David Sun Kong, Michael Oh and Sam Hwang
What would you like to "build with biology"? The goal of the GeneFab projects is to
develop technology for the rapid fabrication of large DNA molecules, with
composition specified directly by the user. Our intent is to facilitate the field of
Synthetic Biology as it moves from a focus on single genes to designing complete
biochemical pathways, genetic networks, and more complex systems. Sub-projects
include: DNA error correction, microfluidics for high throughput gene synthesis, and
genome-scale engineering (rE. coli).
Alumni Contributor: Chris Emig
85.
NanoFab
Kimin Jun, Jaebum Joo, and Joseph M. Jacobson
We are developing techniques to use a focused ion beam to program the fabrication
of nanowires-based nanostructures and logic devices.
86.
87.
Scaling Up DNA
Logic and Structures
Joseph M. Jacobson and Noah Jakimo
Synthetic
Photosynthesis
Joseph M. Jacobson and Kimin Jun
Our goals include novel gene logic and data logging systems, as well as DNA
scaffolds that can be produced on commercial scales. State of the art in the former
is limited by finding analogous and orthogonal proteins for those used in current
single-layer gates and two-layered circuits. State of the art in the latter is
constrained in size and efficiency by kinetic limits on self-assembly. We have
designed and plan to demonstrate cascaded logic on chromosomes and DNA
scaffolds that exhibit exponential growth.
We are using nanowires to build structures for synthetic photosynthesis for the solar
generation of liquid fuels.
Sepandar Kamvar: Social Computing
Creating sociotechnical systems that shape our urban environments.
88.
Microculture
NEW LISTING
Page 20
Sep Kamvar, Yonatan Cohen, Lisa DePiano, Kathryn Grantham, and Josh
Sarantitis
Microculture gardens are a network of small-scale permaculture gardens that are
aimed at reimagining our urban food systems, remediating our air supply, and
making our streets more amenable to human-scale mobility. Microculture combines
micro-gardening with the principles of permaculture, creatively occupying viable
space throughout our communities with small-scale food forests. Micro-gardens
have proven to be successful for the production of a broad range of species
including leafy vegetables, fruit, root vegetables, herbs, and more. Traditionally,
container-based micro-gardens occupy approximately one meter of space or less
and are made from found, up-cycled materials. Our innovations involve the
combining of permaculture and micro-gardening principles, developing a design and
materials that allow for modularity, mobility, easy replicability, and placement in
parking spots, and creating software that supports the placement, creation, and
maintenance of these gardens.
October 2014
MIT Media Lab
89.
Storyboards
NEW LISTING
90.
91.
Sepandar Kamvar, Kevin Slavin, Jonathan Bobrow and Shantell Martin
Giving opaque technology a glass house. Storyboards present the tinkerers or
owners of electronic devices with stories of how their devices work. Just as the
circuit board is a story of star-crossed loversAnode and Cathodewith its cast of
characters (resistor, capacitor, transistor), Storyboards have their own characters
driving a parallel visual narrative.
The Dog
Programming
Language
Salman Ahmad and Sep Kamvar
Wildflower
Montessori
Sep Kamvar, Katelyn Ryan, Mary Rockett, Yonatan Cohen, Kim Holleman, Kim
Smith, Misse Carolan, Marcia Hubelbank, Angelina Hawley-Dolan, Castle
O'Neill, Katie Tremblay, Catherine McTamaney
Dog is a new programming language that makes it easy and intuitive to create
social applications. A key feature of Dog is built-in support for interacting with
people. Dog provides a natural framework in which both people and computers can
be sent requests and return results. It can perform a long-running computation while
also displaying messages, requesting information, or sending operations to
particular individuals or groups. By switching between machine and human
computation, developers can create powerful workflows and model complex social
processes without worrying about low-level technical details.
Wildflower Montessori School is a pilot Lab School and the first in a new network of
learning centers. Its aim is to be an experiment in a new learning environment,
blurring the boundaries between coffee shops and schools, between
home-schooling and institutional schooling, between tactile, multisensory methods
and abstract thinking. Wildflower will serve as a research platform to test new ideas
in advancing the Montessori Method in the context of modern fluencies, as well as
to test how to direct the organic growth of a social system that fosters the growth
and connection of such schools.
92.
You Are Here
Sep Kamvar, Yonatan Cohen, Wesam Manassra, Pranav Ramkrishnan,
Stephen Rife, Jia Zhang, Edward Faulkner, Kim Smith, Asa Oines, and
Jennifer Jang
You Are Here is an experiment in microurbanism. In this project, we are creating
100 maps each of 100 different cities. Each map gives a collective portrait of one
aspect of life in the city, and is designed to give communities meaningful
micro-suggestions of what they might do to improve their city. The interplay
between the visualizations and the community work they induce creates a
collective, dynamic, urban-scale project.
Kent Larson: Changing Places
Enabling dynamic, evolving places that respond to the complexities of life.
93.
AEVITA
Kent Larson, William Lark, Jr., Nicholas David Pennycooke and Praveen
Subramani
What happens when the driverthe main conduit of information transaction between
the vehicle and its surroundingsis removed? The living EV system aims to fill this
communication void by giving the autonomous vehicle the means to sense others
around it, and react to various stimuli as intuitively as possible by taking design
cues from the living world. The system comprises various types of sensors
(computer vision, UWB beacon tracking, sonar) and actuators (light, sound,
mechanical) in order to express recognition of others, announce intentions, and
MIT Media Lab
October 2014
Page 21
portray the vehicles general state. All systems are built on the second version of
the half-scale CityCar concept vehicle, featuring advanced mixed-materials (CFRP
+ aluminum) and a significantly more modularized architecture.
94.
CityFARM
Camillee Richman, Elaine Kung, Emma Feshbach, Jordan Rogoff, Mathew
Daiter, Kent Larson, Caleb Harper, Edward Platt, Preethi Vaidyanathan and
Sophia Jaffee
By 2030, nine billion people will populate the globe and six out of every 10 will live
in cities. The future of global food production will mandate a paradigm shift to
resource leveraged and environmentally sound urban food-growing solutions. The
CityFARM project explores building-integrated agriculture and environmentally
optimized growing. We are exploring what it means technologically,
environmentally, and socially to design industrially scalable agricultural systems in
the heart of urban areas. Through innovative research, and through development of
hydroponic and aeroponic systems, diagnostic and networked sensing, building
integration, and reductive energy design, CityFARM methodology reduces water
consumption by 90%, eliminates chemical pesticides, and reduces embodied
energy in produce by a factor of four. By fundamentally rethinking "grow it THERE
and eat it HERE," we can eliminate environmental contaminants and increase
access to nutrient-dense produce in our future cities.
95.
CityHome
Kent Larson and Hasier Larrea
We demonstrate how the CityHome, which has a very small footprint (840 square
feet), can function as an apartment two to three times that size. This is achieved
through a transformable wall system which integrates furniture, storage, exercise
equipment, lighting, office equipment, and entertainment systems. One potential
scenario for the CityHome is where the bedroom transforms to a home gym, the
living room to a dinner party space for 14 people, a suite for four guests, two
separate office spaces plus a meeting space, or an a open loft space for a large
party. Finally, the kitchen can either be open to the living space, or closed off to be
used as a catering kitchen. Each occupant engages in a process to personalize the
precise design of the wall units according to his or her unique activities and
requirements.
Alumni Contributor: Daniel Smithwick
96.
CityHOME: 200 SQ FT
Kent Larson, Hasier Larrea, Daniel Goodman, Oier Ariño, Phillip Ewing
Live large in 200 square feet! An all-in-one disentangled robotic furniture piece
makes it possible to live large in a tiny footprint by not only magically reconfiguring
the space but also by serving as a platform for technology integration and
experience augmentation. 200 square feet was never so large.
97.
CityScope
Carson Smuts, Kent Larson, Mohammad Hadhrawi and J. Ira Winder
CityScope is a project to develop simulation systems that can predict and quantify
the potential impact of disruptive technologies within new and existing cities. We
place a special emphasis on augmented reality decision support systems (ARDSS)
that facilitate non-expert stakeholder collaboration within complex urban
environments.
98.
Page 22
Context-Aware
Dynamic Lighting
Ronan Lonergan, Shaun Salzberg, Harrison Hall, and Kent Larson
The robotic façade is conceived as a mass-customizable module that combines
solar control, heating, cooling, ventilation, and other functions to serve an urban
apartment. It attaches to the building chassis with standardized power, data, and
mechanical attachments to simplify field installation and dramatically increase
energy performance. The design makes use of an articulating mirror to direct shafts
of sunlight to precise points in the apartment interior. Tiny, low-cost, easily installed
October 2014
MIT Media Lab
wireless sensors and activity recognition algorithms allow occupants to use a mobile
phone interface to map activities of daily living to personalized sunlight positions.
We are also developing strategies to control LED luminaires to turn off, dim, or tune
the lighting to more energy-efficient spectra in response to the location, activities,
and paths of the occupants.
99.
FlickInk
Sheng-Ying (Aithne) Pao and Kent Larson
FlickInk is a gesture sensing pen to support collaborative work and to augment the
environment. With a quick flick of the pen towards a desired destination, analog
written content on paper instantly transfers onto the corresponding physical object
in the environment. The FlickInk gesture sensing module allows for wireless
communication and directional gesture sensing. If multiple surfaces are present, the
direction of the pen swing determines which screen the information is transferred to.
Furthermore, multiple users can flick their written content to multiple devices,
creating a personalized collaborative environment.
100. LightByte: Animate
the Sunlight
Sheng-Ying (Aithne) Pao and Kent Larson
101. MIT Commuter
Common
Kent Larson and J. Ira Winder
102. Mobility on Demand
Systems
Kent Larson, Ryan C.C. Chin, Chih-Chao Chuang, William Lark, Jr., Brandon
Phillip Martin-Anderson and SiZhi Zhou
Sunlight is one of the most fundamental elements in nature that we have free
access to in urban environments. It is also at the core of how we experience the
physical world. What if we could engage sunshine in the digital age, to tame,
modify, and bend light to our will? LightByte, a massive interactive sun pixel façade,
modifies the suns rays at your whim into intricate shapes. It turns sunlight into an
expressive medium to carry information, communicate ideas, and shape your own
shadows.
The MIT Commuter Common develops a system for observing, visualizing, and
understanding transportation behavior at the scale of MIT's entire population. As
such, human transportation behavior is examined within the context of social
institutional and urban tribal constructs. By recognizing such social institutional
tribes as fundamental affecters of transportation behavior, we can develop new
analytical units called commuter footprints. These footprints are derived from the
digital breadcrumbs of user behavior within an institution. By bringing these
footprints to light, it will give policymakers a new avenue to influence transportation
behavior in urban areas by targeting these social institutional tribes as a whole.
Mobility on Demand (MoD) systems are fleets of lightweight electric vehicles at
strategically distributed electrical charging stations throughout a city. MoD systems
solve the first and last mile problem of public transit, providing mobility between
transit station and home/workplace. Users swipe a membership card at the MoD
station to access vehicles, which can be driven to any other station (one-way
rental). The Vélib' system of 20,000+ shared bicycles in Paris is the largest and
most popular one-way rental system in the world. MoD systems incorporate
intelligent fleet management through sensor networks, pattern recognition, and
dynamic pricing, and the benefits of Smart Grid technologies include intelligent
electrical charging (including rapid charging), vehicle-to-grid (V2G), and surplus
energy storage for renewable power generation and peak sharing for the local
utility. We have designed three MoD vehicles: CityCar, RoboScooter, and
GreenWheel bicycle. (Continuing the vision of William J. Mitchell.)
103. OfficeLab: Desk
Kent Larson, Oier Arino Zaldua, Jason P. Nawyn and James White
How can office space be more efficient while still providing for the needs of its
users? OfficeLab is a responsive and mobile workstation that encourages
collaboration while reducing office space consumption. OfficeLab furniture provides
MIT Media Lab
October 2014
Page 23
users the ability to adjust their privacy and comfort levels and the functionality to
easily switch between private space, work space, team space, or conference space.
All of this is done while increasing the personnel density within a specific work area.
The workstation includes retractable privacy panels, peripheral light messaging, a
height-adjustable desk, desktop induction charging, audio spotlights, and an RFID
locking system. The furniture uses a chain network to provide electrical energy,
allowing users to move freely throughout their work space.
104. Participatory
Environmental
Sensing for
Communities
Rich Fletcher and Kent Larson
105. PlaceLab and BoxLab
Jason Nawyn, Stephen Intille and Kent Larson
Air and water pollution are well-known concerns in cities throughout the world.
However, communities often lack practical tools to measure and record pollution
levels, and thus are often powerless to motivate policy change or government
action. Current government-funded pollution monitors are sparsely located, and
many large national and local governments fail to disclose this environmental data
in areas where pollution is most prevalent. We have been developing very low-cost,
ultra low-power environmental sensors for air, soil, and water, that enable
communities to easily sample their environment and upload data to their mobile
phone and an online map. This not only empowers communities to enact new
policies, but also serves as a public resource for city health services, traffic control,
and general urban design.
The PlaceLab was a highly instrumented, apartment-scale, shared research facility
where new technologies and design concepts were tested and evaluated in the
context of everyday living. It was used by researchers until 2008 to collect
fine-grained human behavior and environmental data, and to systematically test and
evaluate strategies and technologies for the home in a natural setting with volunteer
occupants. BoxLab is a portable version with many of the data collection capabilities
of PlaceLab. BoxLab can be deployed in any home or workplace. (A House_n
Research Consortium project funded by the National Science Foundation.)
Alumni Contributors: Jennifer Suzanne Beaudin, Manu Gupta, Pallavi Kaushik,
Aydin Oztoprak, Randy Rockinson and Emmanuel Munguia Tapia
106. QuitoLab
Kent Larson and Ramiro Almeida
QuitoLab will incorporate both architectural and CityScope LEGO models of the
historic core of Quito to engage local and visiting communities in experiencing and
understanding the city in creative, multisensory ways. The goal of the QuitoLab
project is to use multiscalar models as educational and community-building tools to
present a multidimensional image of the city, its history, and its potential for future
development. Quito will be one of the first case studies for CityScope, Changing
Places platform for participatory urban design using LEGOs. CityScope uses 3D
mapping technology to project urban data onto reconfigurable LEGO models. It
creates a tangible, interactive platform that allows expert and non-expert
stakeholders to understand and make informed decisions about the interaction of
architecture, space use, mobility modes, energy and water networks, urban food
production, movement of goods, data flows, and other urban systems.
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October 2014
MIT Media Lab
107. Smart Customization
of Men's Dress
Shirts: A Study on
Environmental Impact
Ryan C. C. Chin, Daniel Smithwick, and Kent Larson
108. Spike: Social Cycling
Kent Larson and Sandra Richter
Sanders Consultings 2005 ground-breaking research, Why Mass Customization is
the Ultimate Lean Manufacturing System, showed that the best standard
mass-production practices, when framed from the point of view of the entire product
lifecyclefrom raw material production to point of purchasewas actually very
inefficient and indeed wasteful in terms of energy, material use, and time. Our
research examines the environmental impacts when applying mass customization
methodologies to men's custom dress shirts. Our comparative study examines not
only the energy and carbon emissions due production and distribution, but also
customer acquisition and use, by using RFID tag technology to track shirt utilization
of over 20 subjects over a three-month period.
Spike is a social cycling application developed for bike-sharing programs. The
application persuades urban dwellers to bike together, increasing the perceived
level of safety. Social deals and benefits that can only be redeemed together
motivate the behavior change. Frequent Biker Miles sustain the behavior. An
essential feature is real-time information on where the users of the social network
are currently biking or when they are planning to bike, to facilitate bike dates.
Andy Lippman: Viral Communications
Creating scalable technologies that evolve with user inventiveness.
109. Crystal Ball
Amir Lazarovich, Dan Novy, Andy Lippman, Michael Bove
A physical interface designed for simultaneous social interaction with visual
material. We built a hemispherical, multi-person, interactive touch display that
allows a small group of people in the same place or in equivalently equipped ones
to jointly interact on the same surface. We created an application that runs on this
platform and presents a selection of visual media and offers recommendations for
common viewing.
110. Ethos
NEW LISTING
MIT Media Lab
Amir Lazarovich, Guy Zyskind, Oz Nathan, Alex 'Sandy' Pentland, Andy
Lippman
Ethos is a decentralized, Bitcoin-like network for storing and sharing valuable
information. We provide transparency, control, and ownership over personal data
and its distribution. Validation and maintenance is distributed throughout the data
community and automatically maintained without needing a safe deposit box or a
commercial site. What Bitcoin has done for currency and BitTorrent for media,
Ethos does for personal data. Nodes in the network are incentivized by collecting
transaction fees, coinbase transactions ("finding blocks"), and proof-of-storage fees
to sustain the distribution of personal data. Fees are paid with the underlying crypto
currency represented by the network, also known as "PrivacyCoin." The role of
nodes besides the usual proof-of-work, which protects against "double spending," is
to maintain shredded pieces of information and present them to the network
on-demand.
October 2014
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111. GIFGIF
Cesar A. Hidalgo, Andrew Lippman, Kevin Zeng Hu and Travis Rich
An animated gif is a magical thing. It contains the power to compactly convey
emotion, empathy, and context in a subtle way that text or emoticons often miss.
GIFGIF is a project to combine that magic with quantitative methods. Our goal is to
create a tool that lets people explore the world of gifs by the emotions they evoke,
rather than by manually entered tags. A web site with 200,000 users maps the GIFs
to an emotion space and lets you peruse them interactively.
112. Glance
Andrew Lippman and Vivian Diep
We address two critical elements of news: that it inform, and that it be trustworthy.
Glance creates dynamic, real-time, semantic control over news presentation that
reveals the inherent slant that underlies coverage of an event. The goal is to
empower readers to understand their news intake through a visualization of
metadata that empowers readers to choose their news source based computed
metrics rather than sensationalized headlines. Relevant additional information, such
as sentiment of text and public reaction, is gathered on each topic to further give
readers a richer news-scape.
113. Glue
Robert Hemsley, Jonathan Speiser, Dan Sawada, Savannah Niles, Eric
Dahlseng, and Andrew Lippman
Glue is a prototyping engine to support news and narrative analysis. The system
works by coordinating the flow of media among an extensible set of asynchronous
python processing modules. The growing set of existing modules analyzes web
pages, video, and exogenous data such as tweets and creates fine-grained
metadata, including frame-by-frame analysis for video. We use this to organize
material for presentation, analysis, summarization. Currently, the system provides
named-entity extraction, audio expression markers, face detectors, scene/edit point
locators, excitement trackers, and thumbnail summarization. Glue includes a video
recorder and processes 14 DirecTV feeds as well as video content crawled from the
web. Video is retained dependent on storage capacity and the database is
permanent. Glue is the metadata driver for most Ultimate Media projects-- a
digestion system for mass media.
114. Helios
Eric Dahlseng
Helios provides an automatic way of socializing one's video interactions. It is a
Chrome browser plug-in that records user's encounters with embedded videos on
the web. This data is contributed to a group collection so that one can readily see
what is trending among friends and where the outliers are. In addition the data is
processed by Glue for metadata tagging.
Alumni Contributors: Dan Sawada and Jonathan Speiser and Robert Hemsley
115. Media Matrix
Vivian Diep, Savannah L Niles, Andrew Lippman
We present two scalable ways to explore and distribute media in all forms: video,
text, and graphics; published and conversational. The first presentation has been
demonstrated as an interactive, dynamic time/source array where one can see the
pulse of publication and suggest media for friends. A revision organizes content as
3D stacks that correspond to people and topics. The Matrix dissolves media silos
and types and assembles it in a data- and socially driven way. Glue is the engine
that drives assembly.
116. NewsClouds
NEW LISTING
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Andrew Lippman and Thariq Shihipar
NewsClouds explores how trending news topics are being discussed differently by
various media sources, such as news broadcasts or Twitter. Instead of algorithmic
comparisons, NewsClouds uses a Human-In-The-Loop model by emphasizing the
October 2014
MIT Media Lab
difference in vocabulary between the two sources. Users can select key words and
phrases to see the context in which they are used by any source. NewsClouds can
be a way of uncovering new aspects of a story or visualizing biases in rhetoric
between sources.
117. QUANTIFY
NEW LISTING
118. Recap
NEW LISTING
119. Recast
Cesar A. Hidalgo, Andrew Lippman, Kevin Zeng Hu and Travis Rich
QUANTIFY is a generalized framework and javascript library to allow rapid
multi-dimensional measurement of subjective qualities of media. The goal is to
make qualitative metrics quantized. For everything from measuring emotional
responses of content to the cultural importance of world landmarks, QUANTIFY
helps to elicit the raw human subjectivity that fills much of our lives, and makes it
programmatically actionable.
Andrew Lippman, Eric Dahlseng and Savannah L Niles
Recap uses Glue to automatically create video casts, allowing users to specify how
much time they have available and then intelligently filling that chunk of time with
the top trending stories of the day.
Dan Sawada, Robert Hemsley, Andrew Lippman
Recast is a media curation and distribution platform that enables anyone to create
and distribute "news programs" that represent their views of the world from their
own perspective. Recast provides a visual scripting interface similar to Scratch,
where users can combine a series of logical blocks to query specific scene
elements that presents their views from by drawing from arbitrary video contents,
and constructing a story sequence. Recast uses the Constellation system as a
backend for querying video content, and uses the Media Matrix as a content
distribution platform.
Alumni Contributors: Robert Hemsley and Dan Sawada
120. Sphera
Amir Lazarovich, Andrew Lippman
One future of media experience lies within a socially connected virtual world. VR
started almost 30 years ago and is now wearable, real time, integrated with sensing,
and becoming transparent. Sphera realizes a socially driven 360-degree media
space that includes ambient scenery, visual exploration, and integration with
friends. By combining an Oculus Rift (VR heads-on display), Microsoft Kinect (depth
sensor), and a natural voice command interface, we created a socially connected
360-degree immersive virtual world for media exploration and selection, and
big-data manipulation and visualization.
121. Telecorrelator
Andrew Lippman and Savannah L Niles
The Telecorrelator allows people to view multiple perspectives of real-time news
events aligned by content as well as time. It reveals emphasis and timing and
allows participants to discover points of view and important events. Currently, the
Telecorrelator aligns broadcast news from four broadcast sources to visually reveal
the emphasis and time allocation they devote to a succession of events.
Alumni Contributors: Robert Hemsley and Dan Sawada
122. The Glass
Infrastructure (GI)
MIT Media Lab
Andy Lippman, Jon Ferguson and Henry Holtzman
This project builds a social, place-based information window into the Media Lab
using 30 touch-sensitive screens strategically placed throughout the physical
complex and at sponsor sites. The idea is get people to talk among themselves
about the work that they jointly explore in a public place. We present Lab projects
as dynamically connected sets of "charms" that visitors can save, trade, and
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explore. The GI demonstrates a framework for an open, integrated IT system and
shows new uses for it.
Alumni Contributors: Matt Blackshaw, Rick Borovoy, Greg Elliott, Catherine Havasi,
Boris Grigory Kizelshteyn, Julia Ma, Daniel E Schultz and Polychronis
Ypodimatopoulos
123. VR Codes
Andy Lippman and Grace Woo
VR Codes are dynamic data invisibly hidden in television and graphic displays.
They allow the display to present simultaneously visual information in an unimpeded
way, and real-time data to a camera. Our intention is to make social displays that
many can use at once; using VR codes, users can draw data from a display and
control its use on a mobile device. We think of VR Codes as analogous to QR
codes for video, and envision a future where every display in the environment
contains latent information embedded in VR codes.
124. WorldLens
Jonathan Speiser, Robert Hemsley, Dan Sawada, and Andy Lippman
World Lens informs users about newsworthy events that are both popular and
obscure. It is a front page that is both navigable and scalable allowing one to
discover as well as track ongoing events. We array in-depth news information
across a large multitouch display organized by time, coverage, and geography.
Elements are drawn from blogs, the web, newspapers, magazines, and television.
Each is presented by a front page that tells the literal story. Readers can fly through
the news space, mark items for interest, and activate each. News data is gathered
and analyzed by Glue our system, which generates frame-by-frame metadata for
video and page analysis for other online material.
Alumni Contributors: Robert Hemsley, Dan Sawada and Jonathan Speiser
Tod Machover: Opera of the Future
Extending expression, learning, and health through innovations in musical
composition, performance, and participation.
125. City Symphonies:
Massive Musical
Collaboration
Tod Machover, Akito Van Troyer, Benjamin Bloomberg, Charles Holbrow,
David Nunez, Simone Ovsey, Sarah Platte, Peter Alexander Torpey and
Garrett Parrish
Thus far, the impact of crowdsourced and interactive music projects has been
limited: the public typically contributes only a small part of the final musical result,
and is often disconnected from the artist leading the project. We believe that a new
musical ecology is needed for true creative collaboration between experts and
amateurs, benefiting both. Toward this goal, we have been creating city
symphonies, each collaboratively composed with an entire city. We have designed
the infrastructure needed to bring together an unprecedented number of people,
including a variety of web-based music composition applications, a social media
framework, and real-world community-building activities. This process establishes a
new model for creating complex collaborations between experts and everyone else.
Over the past two years, we premiered city symphonies in Toronto, Edinburgh, and
Perth, and we are now developing a symphony with Lucerne, Switzerland.
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MIT Media Lab
126. Death and the
Powers: Global
Interactive Simulcast
Tod Machover, Peter Torpey, Ben Bloomberg, Elena Jessop, Charles Holbrow,
Simone Ovsey, Garrett Parrish, Justin Martinez, and Kevin Nattinger.
127. Death and the
Powers: Redefining
Opera
Tod Machover, Ben Bloomberg, Peter Torpey, Elena Jessop, Bob Hsiung,
Akito van Troyer
128. Disembodied
Performance
Tod Machover, Peter Torpey and Elena Jessop
129. Figments
Peter Torpey
The live global interactive simulcast of the final February 2014 performance of
"Death and the Powers" in Dallas made innovative use of satellite broadcast and
Internet technologies to expand the boundaries of second-screen experience and
interactivity during a live remote performance. In the opera, Simon Powers uploads
his mind, memories, and emotions into The System, represented onstage through
reactive robotic, visual, and sonic elements. Remote audiences, via simulcast, were
treated as part of The System alongside Powers and the operabots. Audiences had
an omniscient view of the action of the opera, as presented through the augmented,
multi-camera video and surround sound. Multimedia content delivered to mobile
devices, through the Powers Live app, privileged remote audiences with
perspectives from within The System. Mobile devices also allowed audiences to
influence The System by affecting the illumination of the Winspear Opera Houses
Moody Foundation Chandelier.
"Death and the Powers" is a groundbreaking opera that brings a variety of
technological, conceptual, and aesthetic innovations to the theatrical world. Created
by Tod Machover (composer), Diane Paulus (director), and Alex McDowell
(production designer), the opera uses the techniques of tomorrow to address
age-old human concerns of life and legacy. The unique performance environment,
including autonomous robots, expressive scenery, new Hyperinstruments, and
human actors, blurs the line between animate and inanimate. The opera premiered
in Monte Carlo in fall 2010, with additional performances in Boston and Chicago in
2011 and a new production with a global, interactive simulcast in Dallas in February
2014.
Early in the opera "Death and the Powers," the main character, Simon Powers, is
subsumed into a technological environment of his own creation. The set comes
alive through robotic, visual, and sonic elements that allow the actor to extend his
range and influence across the stage in unique and dynamic ways. This
environment assumes the behavior and expression of the absent Simon; to distill
the essence of this character, we recover performance parameters in real time from
physiological sensors, voice, and vision systems. Gesture and performance
parameters are then mapped to a visual language that allows the off-stage actor to
express emotion and interact with others on stage. To accomplish this, we
developed a suite of innovative analysis, mapping, and rendering software systems.
Figments is a theatrical performance that tells a story inspired by a variety of source
texts, including Dante Alighieri's prosimetrum La Vita Nuova. Framed by a woman's
accidental discovery of the compelling journals of the Dante-archetype, three inner
vignettes reveal the timeless tribulations of the memoir's author(s). Figments was
created using Media Scores, a framework in development to facilitate the
composition of Gesamtkunstwerk using parametric score-like visual notation. The
Media Score for Figments is realized in this production through the performance of
actors, light, visuals, and the generation of musical accompaniment in response to
the expressive qualities represented in the score. The score served as a reference
during the creation and design of the piece, a guide during rehearsals, and as show
control for the final production.
MIT Media Lab
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130. Gestural Media
Framework
Tod Machover and Elena Jessop
131. Hyperinstruments
Tod Machover
We are all equipped with two extremely expressive instruments for performance: the
body and the voice. By using computer systems to sense and analyze human
movement and voices, artists can take advantage of technology to augment the
body's communicative powers. However, the sophistication, emotional content, and
variety of expression possible through original physical channels is often not
captured by the technologies used for analyzing them, and thus cannot be intuitively
transferred from body to digital media. To address these issues, we are developing
systems that use machine learning to map continuous input data, whether of
gesture or voice, to a space of expressive, qualitative parameters. We are also
developing a new framework for expressive performance augmentation, allowing
users to create clear, intuitive, and comprehensible mappings by using high-level
qualitative movement descriptions, rather than low-level descriptions of sensor data
streams.
The Hyperinstruments project creates expanded musical instruments and uses
technology to give extra power and finesse to virtuosic performers. They were
designed to augment a wide range of traditional musical instruments and have been
used by some of the world's foremost performers (Yo-Yo Ma, the Los Angeles
Philharmonic, Peter Gabriel, and Penn & Teller). Research focuses on designing
computer systems that measure and interpret human expression and feeling,
exploring appropriate modalities and content of interactive art and entertainment
environments, and building sophisticated interactive musical instruments for
non-professional musicians, students, music lovers, and the general public. Recent
projects involve both new hyperinstruments for children and amateurs, and high-end
hyperinstruments capable of expanding and transforming a symphony orchestra or
an entire opera stage.
Alumni Contributors: Roberto M. Aimi, Mary Farbood, Ed Hammond, Tristan Jehan,
Margaret Orth, Dan Overholt, Egon Pasztor, Joshua Strickon, Gili Weinberg and
Diana Young
132. Hyperproduction:
Advanced Production
Systems
Tod Machover and Benjamin Bloomberg
133. Hyperscore
Tod Machover
Hyperproduction is a conceptual framework and a software toolkit which allows
producers to specify a descriptive computational model and consequently an
abstract state for a live experience through traditional operating paradigms such as
mixing audio or operation of lighting, sound, and video systems. The
hyperproduction system is able to interpret this universal state and automatically
utilize additional production systems, allowing for a small number of producers to
cohesively guide the attention and perspective of an audience using many or very
complex production systems simultaneously. We focus on exploring the relationship
of conventional production systems and techniques to computational abstract
models of live performance, with attention and perspective as the cornerstones of
this exploration.
Hyperscore is an application to introduce children and non-musicians to musical
composition and creativity in an intuitive and dynamic way. The "narrative" of a
composition is expressed as a line-gesture, and the texture and shape of this line
are analyzed to derive a pattern of tension-release, simplicity-complexity, and
variable harmonization. The child creates or selects individual musical fragments in
the form of chords or melodic motives, and layers them onto the narrative-line with
expressive brushstokes. The Hyperscore system automatically realizes a full
composition from a graphical representation. Currently, Hyperscore uses a
mouse-based interface; the final version will support freehand drawing, and
integration with the Music Shapers and Beatbugs to provide a rich array of tactile
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MIT Media Lab
tools for manipulation of the graphical score.
Alumni Contributors: Mary Farbood, Ed Hammond, Tristan Jehan, Margaret Orth,
Dan Overholt, Egon Pasztor, Joshua Strickon, Gili Weinberg and Diana Young
134. Media Scores
Tod Machover and Peter Torpey
Media Scores extends the concept of a musical score to other modalities, facilitating
the process of authoring and performing multimedia compositions and providing a
medium through which to realize a modern-day Gesamtkunstwerk. The web-based
Media Scores environment and related show control systems leverages research
into multimodal representation and encoding of expressive intent. Using such a tool,
the composer will be able to shape an artistic work that may be performed through a
variety of media and modalities. Media Scores offer the potential for authoring
content considering live performance data as well as audience participation and
interaction. This paradigm bridges the extremes of the continuum from composition
to performance, allowing for improvisation. The Media Score also provides a
common point of reference in collaborative productions as well as the infrastructure
for real-time control of technologies used during live performance.
135. Personal Opera
Tod Machover and Peter Torpey
Personal Opera is a radically innovative creative environment that enables anyone
to create musical masterpieces sharing personal thoughts, feelings, and memories.
Based on our design of, and experience with, such projects as Hyperscore and the
Brain Opera, we are developing a totally new environment to allow the incorporation
of personal stories, images, and both original and well-loved music and sounds.
Personal Opera builds on our guiding principle that active music creation yields far
more powerful benefits than passive listening. Using music as the through-line for
assembling and conveying our own individual legacies, Personal Opera represents
a new form of expressive archiving; easy to use and powerful to experience. In
partnership with the Royal Opera House in London, we have begun conducting
Personal Opera workshops specifically targeting seniors to help them tell their own
meaningful stories through music, text, visuals, and acting.
136. Powers Sensor Chair
Elena Jessop and Tod Machover
The Powers Sensor Chair gives visitors a special glimpse into Tod Machovers
robotic opera "Death and the Powers," by providing a new way to explore the sonic
world of the opera. A solo participant sitting in a chair discovers that when she
moves her hands and arms, the air in front of her becomes an instrument. With a
small, delicate gesture, a sharp and energetic thrust of her hand, or a smooth
caress of the space around her, she can use her expressive movement and gesture
to play with and sculpt a rich sound environment drawn from the opera, including
vocal outbursts and murmurs and the sounds of the shows special
Hyperinstruments. This installation explores the body as a subtle and powerful
instrument, providing continuous control of continuous expression, and incorporates
Elena Jessops high-level analysis frameworks for recognition and extension of
expressive movement.
137. Remote Theatrical
Immersion:
Extending "Sleep No
More"
MIT Media Lab
Tod Machover, Punchdrunk, Akito Van Troyer, Ben Bloomberg, Gershon
Dublon, Jason Haas, Elena Jessop, Brian Mayton, Eyal Shahar, Jie Qi,
Nicholas Joliat, and Peter Torpey
We have collaborated with London-based theater group Punchdrunk to create an
online platform connected to their NYC show, Sleep No More. In the live show,
masked audience members explore and interact with a rich environment,
discovering their own narrative pathways. We have developed an online companion
world to this real-life experience, through which online participants partner with live
audience members to explore the interactive, immersive show together. Pushing the
current capabilities of web standards and wireless communications technologies,
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the system delivers personalized multimedia content, allowing each online
participant to have a unique experience co-created in real time by his own actions
and those of his onsite partner. This project explores original ways of fostering
meaningful relationships between online and onsite audience members, enhancing
the experiences of both through the affordances that exist only at the intersection of
the real and the virtual worlds.
138. Using the Voice As a
Tool for
Self-Reflection
Tod Machover and Rebecca Kleinberger
139. Vocal Vibrations:
Expressive
Performance for
Body-Mind Wellbeing
Tod Machover, Charles Holbrow, Elena Jessop, Rebecca Kleinberger, Le
Laboratoire, and the Dalai Lama Center at MIT
Our voice is an important part of our individuality. From the voices of others, we
understand a wealth of non-linguistic information, such as identity, social-cultural
clues, and emotional state. But the relationship we have with our own voice is less
obvious. We dont hear it the way others do, and our brain treats it differently from
any other sound. Yet its sonority is deeply connected with how we are perceived by
society and how we see ourselvesbody and mind. This project is composed of
software, devices, installations, and thoughts used to challenge us to gain new
insights on our voices. To increase self-awareness we propose different ways to
extend, project, and visualize the voice. We show how our voices sometimes
escape our control, and we explore the consequences in terms of self-reflection,
cognitive processes, therapy, affective features visualization, and communication
improvement.
Vocal Vibrations explores the relationships between human physiology and the
vibrations of the voice. The voice is an instrument everyone possessesit is
incredibly individual, expressive, and intimately linked to the physical form. In
collaboration with Le Laboratoire in Paris and the Dalai Lama Center at MIT, we are
examining the hypothesis that the singing voice can influence mental and physical
health through physicochemical phenomena. We are developing a series of
multimedia experiences, from solo meditations to group singing circles, that
explore possible emotional, cognitive, and physical transformations, all in a context
of immersive music. In March 2014, we premiered a vocal art installation in Paris
where a public Chapel space encourages careful and meditative listening, and a
private "Cocoon environment guides an individual to explore his or her voice and its
vibrations, augmented by tactile and acoustic stimuli.
Alumni Contributor: Eyal Shahar
Pattie Maes: Fluid Interfaces
Integrating digital interfaces more naturally into our physical lives, enabling
insight, inspiration, and interpersonal connections.
140. Augmented Airbrush
Pattie Maes, Joseph A. Paradiso, Roy Shilkrot and Amit Zoran
We present an augmented handheld airbrush that allows unskilled painters to
experience the art of spray painting. Inspired by similar smart tools for fabrication,
our handheld device uses 6DOF tracking, mechanical augmentation of the airbrush
trigger, and a specialized algorithm to let the painter apply color only where
indicated by a reference image. It acts both as a physical spraying device and as an
intelligent digital guiding tool that provides manual and computerized control. Using
an inverse rendering approach allows for a new augmented painting experience
with unique results. We present our novel hardware design, control software, and a
discussion of the implications of human-computer collaborative painting.
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MIT Media Lab
141. Enlight
Pattie Maes, Yihui Saw, Tal Achituv, Natan Linder, and Rony Kubat
In physics education, virtual simulations have given us the ability to show and
explain phenomena that are otherwise invisible to the naked eye. However,
experiments with analog devices still play an important role. They allow us to verify
theories and discover ideas through experiments that are not constrained by
software. What if we could combine the best of both worlds? We achieve that by
building our applications on a projected augmented reality system. By projecting
onto physical objects, we can paint the phenomena that are invisible. With our
system, we have built "physical playgrounds"simulations that are projected onto the
physical world and respond to detected objects in the space. Thus, we can draw
virtual field lines on real magnets, track and provide history on the location of a
pendulum, or even build circuits with both physical and virtual components.
142. EyeRing: A Compact,
Intelligent Vision
System on a Ring
Roy Shilkrot and Suranga Nanayakkara
143. FingerReader
Pattie Maes, Jochen Huber, Roy Shilkrot, Connie K. Liu and Suranga
Nanayakkara
EyeRing is a wearable, intuitive interface that allows a person to point at an object
to see or hear more information about it. We came up with the idea of a
micro-camera worn as a ring on the index finger with a button on the side, which
can be pushed with the thumb to take a picture or a video that is then sent
wirelessly to a mobile phone to be analyzed. The user uses voice to instruct the
system on what information they are interested in and receives the answer in either
auditory or visual form. The device also provides some simple haptic feedback. This
finger-worn configuration of sensors and actuators opens up a myriad of possible
applications for the visually impaired as well as for sighted people.
FingerReader is a finger-worn device that helps the visually impaired to effectively
and efficiently read paper-printed text. It works in a local-sequential manner for
scanning text that enables reading of single lines or blocks of text, or skimming the
text for important sections while providing auditory and haptic feedback.
144. GlassProv Improv
Comedy System
Pattie Maes, Scott Greenwald, Baratunde Thurston and Cultivated Wit
145. HandsOn:
Collaborative 3D
Augmented Reality
System
Pattie Maes and Kevin Wong
NEW LISTING
MIT Media Lab
As part of a Google-sponsored Glass developer event, we created a Glass-enabled
improv comedy show together with noted comedians from ImprovBoston and Big
Bang Improv. The actors, all wearing Glass, received cues in real time in the course
of their improvisation. In contrast with the traditional model for improv
comedypunctuated by freezing and audience members shouting
suggestionsusing Glass allowed actors to seamlessly integrate audience
suggestions. Actors and audience members agreed that this was a fresh take on
improv comedy. This was a powerful demonstration that cues on Glass are suitable
for performanceactors could become aware of their presence without having their
concentration or flow interrupted, and then view them at an appropriate time
thereafter.
2D screens, even stereoscopic ones, limit our capabilities to interact with 3D data.
We believe that an augmented reality solution, where 3D data is seamlessly
integrated in the real world, is promising. Therefore, we are exploring a collaborative
augmented reality system for visualizing and manipulating 3D data using a
head-mounted, see-through display where data manipulation can be done
collaboratively using natural hand gestures.
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146. JaJan!-Remote
Language Learning in
Shared Virtual Space
NEW LISTING
Pattie Maes and Kevin Wong
JaJan! is a virtual language learning application in a creative telepresence system
where users can learn a language together in the same shared virtual space. JaJan!
can support the following aspects of language learning: (i) learning in context; (ii)
personalization of learning materials; (iii) learning with cultural information; (iv)
enacting language learning scenarios; and (v) supporting creativity and
collaboration. Although JaJan! is still in an early stage, we are confident that it will
bring profound changes to the ways in which we experience language learning and
can make a great contribution to the field of language education.
147. Limbo:
Reprogramming
Body-Control System
Sang-won Leigh, Ermal Dreshaj, Pattie Maes, and Mike Bove
148. LuminAR
Natan Linder, Pattie Maes, and Rony Kubat
This project aims to create technologies to support people who have lost the ability
to control a certain part of their body, or who are attempting sophisticated tasks
beyond their capabilities, using wearable sensing and actuating techniques. Our
strategy is to mix a body gesture/signal detection system and a muscle
actuating/limiting system, and to reprogram the way human body parts are
controlled. For example, individuals with paralysis could regain the experience of
grasping with their hands by actuating hand muscles based on gaze gestures.
Individuals who have lost leg control could control their legs with finger
movementand be able to drive a car without special assistance. Individuals
handling very fragile objects could limit their grasping strength using voice
commands (i.e., "not stronger," "weaker"). A person with a specific skill could help
another complete a complicated task via another's body control system.
LuminAR reinvents the traditional incandescent bulb and desk lamp, evolving them
into a new category of robotic, digital information devices. The LuminAR Bulb
combines a Pico-projector, camera, and wireless computer in a compact form
factor. This self-contained system enables users with just-in-time projected
information and a gestural user interface, and it can be screwed into standard light
fixtures everywhere. The LuminAR Lamp is an articulated robotic arm, designed to
interface with the LuminAR Bulb. Both LuminAR form factors dynamically augment
their environments with media and information, while seamlessly connecting with
laptops, mobile phones, and other electronic devices. LuminAR transforms surfaces
and objects into interactive spaces that blend digital media and information with the
physical space. The project radically rethinks the design of traditional lighting
objects, and explores how we can endow them with novel augmented-reality
interfaces.
149. MARS: Manufacturing
Augmented Reality
System
Rony Daniel Kubat, Natan Linder, Ben Weissmann, Niaja Farve, Yihui Saw and
Pattie Maes
150. Move Your Glass
Pattie Maes and Niaja Farve
Projected augmented reality in the manufacturing plant can increase worker
productivity, reduce errors, gamify the workspace to increase worker satisfaction,
and collect detailed metrics. We have built new LuminAR hardware customized for
the needs of the manufacturing plant and software for a specific manufacturing use
case.
Move Your Glass is an activity and behavior tracker that tries to increase wellness
by enforcing positive behaviors.
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MIT Media Lab
151. Reality Editor:
Programming
Smarter Objects
Valentin Heun, James Hobin, Pattie Maes
152. ShowMe: Immersive
Remote Collaboration
System with 3D Hand
Gestures
Pattie Maes, Judith Amores Fernandez and Xavier Benavides Palos
153. SmileCatcher
Pattie Maes and Niaja Farve
NEW LISTING
154. STEM Accessibility
Tool for the Visually
Impaired
NEW LISTING
155. TagMe
The Reality Editor system supports editing the behavior and interfaces of so-called
smart objects: objects or devices that have an embedded processor and
communication capability. Using augmented reality techniques, the Reality Editor
maps graphical elements directly on top of the tangible interfaces found on physical
objects, such as push buttons or knobs. The Reality Editor allows flexible
reprogramming of the interfaces and behavior of the objects as well as defining
relationships between smart objects in order to easily create new functionalities.
ShowMe is an immersive mobile collaboration system that allows remote users to
communicate with peers using video, audio, and gestures. With this research, we
explore the use of head-mounted displays and depth sensor cameras to create a
system that (1) enables remote users to be immersed in another persons view, and
(2) offer a new way of sending and receiving the guidance of an expert through 3D
hand gestures. With our system, both users are surrounded in the same physical
environment and can perceive real-time inputs from each other.
SmileCatcher is a game to be played solely or in groups that attempts to increase
happiness. Previous research has shown that smiling correlates directly to
happiness and can even produce happiness in a person. A user playing the game
tries to collect as many smiles from people they interact with during a set period of
time. In single player mode, the user compares their scores over subsequent days
while multiple players compare their scores over a set period of time to other
players. The objective of the tool is to encourage positive social interactions through
gamification.
Pattie Maes and Rahul Namdev
We are developing a very intuitive and interactive platform to make complex
information (especially Science, Technology, Engineering, and Mathematical
material) truly accessible to blind and visually impaired students by using the tactile
device with no loss of information compared with printed materials. An important
goal of this project is to develop tactile information-mapping protocols through which
the tactile interface can best convey educational and other graphical materials.
Pattie Maes, Judith Amores Fernandez and Xavier Benavides Palos
TagMe is an end-user toolkit for easy creation of responsive objects and
environments. It consists of a wearable device that recognizes the object or surface
the user is touching. The user can make everyday objects come to life through the
use of RFID tag stickers, which are read by an RFID bracelet whenever the user
touches the object. We present a novel approach to create simple and customizable
rules based on emotional attachment to objects and social interactions of people.
Using this simple technology, the user can extend their application interfaces to
include physical objects and surfaces into their personal environment, allowing
people to communicate through everyday objects in very low-effort ways.
MIT Media Lab
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156. THAW
Sang-won Leigh, Philipp Schoessler, Hiroshi Ishii, Pattie Maes
We present a novel interaction system that allows collocated screen devices to work
together. The system tracks the position of a smartphone placed on a host
computer screen. As a result, the smartphone can interact directly with data
displayed on the host computer, which opens up a novel interaction space. We
believe that the space on and above the computer screen will open up huge
possibilities for new types of interactions. What makes this technology especially
interesting is todays ubiquity of smartphones and the fact that we can achieve the
tracking solely through installing additional software on potentially any phone or
computer.
Neri Oxman: Mediated Matter
Designing for, with, and by Nature.
157. 3D Printing of
Functionally Graded
Materials
Neri Oxman and Steven Keating
158. Additive
Manufacturing in
Glass:
Electrosintering and
Spark Gap Glass
Neri Oxman, Steven Keating, John Klein
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Functionally graded materialsmaterials with spatially varying composition or
microstructureare omnipresent in nature. From palm trees with radial density
gradients, to the spongy trabeculae structure of bone, to the hardness gradient
found in many types of beaks, graded materials offer material and structural
efficiency. But in man-made structures such as concrete pillars, materials are
typically volumetrically homogenous. While using homogenous materials allows for
ease of production, improvements in strength, weight, and material usage can be
obtained by designing with functionally graded materials. To achieve graded
material objects, we are working to construct a 3D printer capable of dynamic
mixing of composition material. Starting with concrete and UV-curable polymers, we
aim to create structures, such as a bone-inspired beam, which have functionally
graded materials. This research was sponsored by the NSF EAGER award:
Bio-Beams: FGM Digital Design & Fabrication.
Our initial experiments in spark electrosintering fabrication have demonstrated a
capacity to solidify granular materials (35-88 micron soda ash glass powder) rapidly
using high voltages and power in excess of 1 kW. The testbed high-voltage setup
comprises a 220V 60A variable autotransformer and a 14,400V line transformer.
There are two methods to form members using electrosintering: the one electrode
drag (1ED) and the two electrode drag (2ED) techniques. The 1ED leaves the first
electrode static while dragging the second through the granular mixture. This
maintains a live current through the drag path and increases the thickness of the
member due to the dissipation of heat. Large member elements have been
produced with a tube diameter of around 0.75. The 2ED method pulls both
electrodes through the granular mixture together, sintering the material between the
electrodes in a more controlled manner.
October 2014
MIT Media Lab
159. Anthozoa
Neri Oxman
A 3D-printed dress was debuted during Paris Fashion Week Spring 2013 as part of
collaboration with fashion designer Iris Van Herpen for her show "Voltage." The
3D-printed skirt and cape were produced using Stratasys unique Objet Connex
multi-material 3D printing technology, which allows a variety of material properties
to be printed in a single build. This allowed both hard and soft materials to be
incorporated within the design, crucial to the movement and texture of the piece.
Core contributers include: Iris Van Herpen, fashion designer (Amsterdam); Keren
Oxman, artist and designer (NY); and W. Craig Carter (Department of Materials
Science and Engineering, MIT). Fabricated by Stratasys.
160. Beast
Neri Oxman
Beast is an organic-like entity created synthetically by the incorporation of physical
parameters into digital form-generation protocols. A single continuous surface,
acting both as structure and as skin, is locally modulated for both structural support
and corporeal aid. Beast combines structural, environmental, and corporeal
performance by adapting its thickness, pattern density, stiffness, flexibility, and
translucency to load, curvature, and skin-pressured areas respectively.
161. Bots of Babel
Neri Oxman, Jorge Duro-Royo, Markus Kayser, Jared Laucks and Laia
Mogas-Soldevila
The Biblical story of the Tower of Babel involved a deliberate plan hatched by
mankind to construct a platform from which man could fight God. The tower
represented the first documented attempt at constructing a vertical city. The divine
response to the master plan was to sever communication by instilling a different
language in each builder. Tragically, the buildings ultimate destruction came about
through the breakdown of communications between its fabricators. In this
installation we redeem the Tower of Babel by creating its antithesis. We will
construct a virtuous, decentralized, yet highly communicative building environment
of cable-suspended fabrication bots that together build structures bigger than
themselves. We explore themes of asynchronous motion, multi-nodal fabrication,
lightweight additive manufacturing, and the emergence of form through fabrication.
(With contributions from Carlos Gonzalez Uribe and Dr. James Weaver (WYSS
Institute and Harvard University))
162. Building-Scale 3D
Printing
Neri Oxman, Steven Keating and John Klein
163. Carpal Skin
Neri Oxman
How can additive fabrication technologies be scaled to building-sized construction?
We introduce a novel method of mobile swarm printing that allows small robotic
agents to construct large structures. The robotic agents extrude a fast-curing
material which doubles as both a concrete mold for structural walls and as a thermal
insulation layer. This technique offers many benefits over traditional construction
methods, such as speed, custom geometry, and cost. As well, direct integration of
building utilities such as wiring and plumbing can be incorporated into the printing
process. This research was sponsored by the NSF EAGER award: Bio-Beams:
FGM Digital Design & Fabrication.
Carpal Skin is a prototype for a protective glove to protect against Carpal Tunnel
Syndrome, a medical condition in which the median nerve is compressed at the
wrist, leading to numbness, muscle atrophy, and weakness in the hand. Night-time
wrist splinting is the recommended treatment for most patients before going into
carpal tunnel release surgery. Carpal Skin is a process by which to map the
pain-profile of a particular patientits intensity and durationand to distribute hard
and soft materials to fit the patients anatomical and physiological requirements,
limiting movement in a customized fashion. The form-generation process is inspired
by animal coating patterns in the control of stiffness variation.
MIT Media Lab
October 2014
Page 37
164. CNSILK: Computer
Numerically
Controlled Silk
Cocoon Construction
Neri Oxman
165. Digital Construction
Platform
Altec, BASF, Neri Oxman, Steven Keating, John Klein and Nathan Spielberg
166. Digitally
Reconfigurable
Surface
Neri Oxman and Benjamin Peters
167. FABRICOLOGY:
Variable-Property 3D
Printing as a Case for
Sustainable
Fabrication
Neri Oxman
CNSILK explores the design and fabrication potential of silk fibersinspired by
silkworm cocoonsfor the construction of woven habitats. It explores a novel
approach to the design and fabrication of silk-based building skins by controlling the
mechanical and physical properties of spatial structures inherent in their
microstructures using multi-axis fabrication. The method offers construction without
assembly such that material properties vary locally to accommodate for structural
and environmental requirements. This approach stands in contrast to functional
assemblies and kinetically actuated facades which require a great deal of energy to
operate, and are typically maintained by global control. Such material architectures
could simultaneously bear structural load, change their transparency so as to
control light levels within a spatial compartment (building or vehicle), and open and
close embedded pores so as to ventilate a space.
The DCP is an in-progress research project consisting of a compound robotic arm
system. The system comprises a 5-axis Altec hydraulic mobile boom arm attached
to a 6-axis KUKA robotic arm. Akin to the biological model of the human shoulder
and hand, this compound system utilizes the large boom arm for gross positioning
and the small robotic arm for fine positioning and oscillation correction, respectively.
The platform is based on a fully mobile truck vehicle with a working reach diameter
of over 80 feet. It can handle a 1,500lb. lift capacity and a 20lb. manipulation
capacity. Potential applications include fabrication of non-standard architectural
forms, integration of real-time on-site sensing data, improvements in construction
efficiency, enhanced resolution, lower error rates, and increased safety.
The digitally reconfigurable surface is a pin matrix apparatus for directly creating
rigid 3D surfaces from a computer-aided design (CAD) input. A digital design is
uploaded into the device, and a grid of thousands of tiny pinsmuch like the popular
pin-art toyare actuated to form the desired surface. A rubber sheet is held by
vacuum pressure onto the tops of the pins to smooth out the surface they form; this
strong surface can then be used for industrial forming operations, simple resin
casting, and many other applications. The novel phase-changing electronic clutch
array allows the device to have independent position control over thousands of
discrete pins with only a single motorized "push plate," lowering the complexity and
manufacturing cost of this type of device. Research is ongoing into new actuation
techniques to further lower the cost and increase the surface resolution of this
technology.
Rapid prototyping technologies speed product design by facilitating visualization
and testing of prototypes. However, such machines are limited to using one material
at a time; even high-end 3D printers, which accommodate the deposition of multiple
materials, must do so discretely and not in mixtures. This project aims to build a
proof-of-concept of a 3D printer able to dynamically mix and vary the ratios of
different materials in order to produce a continuous gradient of material properties
with real-time correspondence to structural and environmental constraints.
Alumni Contributors: Mindy Eng, William J. Mitchell and Rachel Fong
168. FitSocket: A Better
Way to Make Sockets
Page 38
Arthur Petron, Hugh Herr, Roy Kornbluh (SRI), and Neri Oxman
Socketsthe cup-shaped devices that attach an amputated limb to a lower-limb
prosthesisare made through unscientific, artisanal methods that do not have
repeatable quality and comfort from one individual to the next. The FitSocket project
aims to identify the correlation between leg tissue properties and the design of a
October 2014
MIT Media Lab
comfortable socket. The FitSocket is a robotic socket measurement device that
directly measures tissue properties. With this data, we can rapid-prototype test
sockets and socket molds in order to make rigid, spatially variable stiffness, and
spatially/temporally variable stiffness sockets.
Alumni Contributor: Elizabeth Tsai
169. Functionally Graded
Filament-Wound
Carbon-Fiber
Prosthetic Sockets
Neri Oxman, Carlos Gonzalez Uribe and Hugh Herr and the Biomechatronics
group
170. Gemini
Neri Oxman with Le Laboratoire (David Edwards, Founder), Stratasys, and
SITU Fabrication
NEW LISTING
171. Glass Printing
NEW LISTING
172. Lichtenberg 3D
Printing
MIT Media Lab
Prosthetic Sockets belong to a family of orthoic devices designed for amputee
rehabilitation and performance augmentation. Although such products are
fabricated out of lightweight composite materials and designed for optimal shape
and size, they are limited in their capacity to offer local control of material properties
for optimizing load distribution and ergonomic fit over surface and volume areas.
Our research offers a novel workflow to enable the digital design and fabrication of
customized prosthetic sockets with variable impedance informed by MRI data. We
implement parametric environments to enable the controlled distribution of
functional gradients of a filament-wound carbon fiber socket.
Gemini is an acoustical twin chaise" spanning multiple scales of human
existencefrom the womb to the stretches of the Gemini zodiac. We are exploring
interactions between pairs: sonic and solar environments, natural and synthetic
materials, hard and soft sensations, and subtractive and additive fabrication. Made
of two material elementsa solid wood milled shell housing and an intricate cellular
skin made of sound-absorbing materialthe chaise forms a semi-enclosed space
surrounding the human with a stimulation-free environment, recapitulating the
ultimate quiet of the womb. It is the first design to implement Stratasys' Connex3
technology using 44 materials with different pre-set mechanical combinations
varying in rigidity, opacity, and color as a function of geometrical, structural, and
acoustical constraints. This calming and still experience of being inside the chaise is
an antidote to the stimuli-rich world in which we live.
Neri Oxman, Markus Kayser, John Klein
Digital design and construction technologies for product and building scale are
generally limited in their capacity to deliver multi-functional building skins. Recent
advancements in additive manufacturing and digital fabrication at large are today
enabling the fabrication of multiple materials with combinations of mechanical,
electrical, and optical properties; however, most of these materials are
non-structural and cannot scale to architectural applications. Operating at the
intersection of additive manufacturing, biology, and architectural design, the Glass
Printing project is an enabling technology for optical glass 3D printing at
architectural scale designed to manufacture multi-functional glass structures and
facade elements. The platform deposits molten glass in a layer-by-layer (FDM)
fashion implementing numerical control of tool paths, and it allows for controlled
optical variation across surface and volume areas.
Neri Oxman and Steven Keating
Using electricity to generate 3D Lichtenberg structures in sintered media (i.e. glass)
offers a new approach to digital fabrication. By robotically controlling the electrodes,
a digital form can be rapidly fabricated with the benefits of a fine fractal structure.
There are numerous applications, ranging from chemical catalysts, to fractal
antennas, to product design.
October 2014
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173. Meta-Mesh:
Computational Model
for Design and
Fabrication of
Biomimetic Scaled
Body Armors
Neri Oxman, Jorge Duro-Royo, and Laia Mogas-Soldevila
174. Micro-Macro Fluidic
Fabrication of a
Mid-Sole Running
Shoe
Neri Oxman and Carlos Gonzalez Uribe
175. Monocoque
Neri Oxman
A collaboration between Professor Christine Ortiz (project lead), Professor Mary C.
Boyce, Katia Zolotovsky, and Swati Varshaney (MIT). Operating at the intersection
of biomimetic design and additive manufacturing, this research proposes a
computational approach for designing multifunctional scaled-armors that offer
structural protection and flexibility in movement. Inspired by the segmented
exoskeleton of Polypterus senegalus, an ancient fish, we have developed a
hierarchical computational model that emulates structure-function relationships
found in the biological exoskeleton. Our research provides a methodology for the
generation of biomimetic protective surfaces using segmented, articulated
components that maintain user mobility alongside full body coverage of doubly
curved surfaces typical of the human body. The research is supported by the MIT
Institute for Soldier Nanotechnologies, the Institute for Collaborative
Biotechnologies, and the National Security Science and Engineering Faculty
Fellowship Program.
Micro-macro Fluidic Fabrication (MMFF) enables the control of mechanical
properties through the design of non-linear lattices embedded within multi-material
matrices. At its core it is a hybrid technique that integrates molding, casting, and
macro-fluidics. Its workflow allows for the fabrication of complex matrices with
geometrical channels injected with polymers of different pre-set mechanical
combinations. This novel fabrication technique is implemented in the design and
fabrication of a midsole running shoe. The goal is to passively tune material
stiffness across surface area in order to absorb the impact force of the users body
weight relative to the ground, and enhance the direction of the foot-strike impulse
force relative to the center of body mass.
French for "single shell," Monocoque stands for a construction technique that
supports structural load using an object's external skin. Contrary to the traditional
design of building skins that distinguish between internal structural frameworks and
non-bearing skin elements, this approach promotes heterogeneity and
differentiation of material properties. The project demonstrates the notion of a
structural skin using a Voronoi pattern, the density of which corresponds to
multi-scalar loading conditions. The distribution of shear-stress lines and surface
pressure is embodied in the allocation and relative thickness of the vein-like
elements built into the skin. Its innovative 3D printing technology provides for the
ability to print parts and assemblies made of multiple materials within a single build,
as well as to create composite materials that present preset combinations of
mechanical properties.
176. PCB Origami
Neri Oxman and Yoav Sterman
The PCB Origami project is an innovative concept for printing digital materials and
creating 3D objects with Rigid-flex PCBs and pick and place machines. These
machines allow printing of digital electronic materials, while controlling the location
and property of each of the components printed. By combining this technology with
Rigid-flex PCB and computational origami, it is possible to create from a single
sheet of PCB almost any 3D shape that is already embedded with electronics, to
produce a finished product with that will be both structural and functional.
177. Printing Living
Materials
Neri Oxman, Will Patrick, Sunanda Sharma, Steven Keating, Steph Hays,
Eléonore Tham, Professor Pam Silver, and Professor Tim Lu
How can biological organisms be incorporated into product, fashion, and
architectural design to enable the generation of multi-functional, responsive, and
highly adaptable objects? This research pursues the intersection of synthetic
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October 2014
MIT Media Lab
biology, digital fabrication, and design. Our goal is to incorporate engineered
biological organisms into inorganic and organic materials to vary material properties
in space and time. We aim to use synthetic biology to engineer organisms with
varied output functionalities and digital fabrication tools to pattern these organisms
and induce their specific capabilities with spatiotemporal precision.
178. Printing
Multi-Material 3D
Microfluidics
Neri Oxman, Steven Keating, Will Patrick and David Sun Kong (MIT Lincoln
Laboratory)
179. Rapid Craft
Neri Oxman
Computation and fabrication in biology occur in aqueous environments. Through
on-chip mixing, analysis, and fabrication, microfluidic chips have introduced new
possibilities in biology for over two decades. Existing construction processes for
microfluidics use complex, cumbersome, and expensive lithography methods that
produce single-material, multi-layered 2D chips. Multi-material 3D printing presents
a promising alternative to existing methods that would allow microfluidics to be
fabricated in a single step with functionally graded material properties. We aim to
create multi-material microfluidic devices using additive manufacturing to replicate
current devices, such as valves and ring mixers, and to explore new possibilities
enabled by 3D geometries and functionally graded materials. Applications range
from medicine to genetic engineering to product design.
The values endorsed by vernacular architecture have traditionally promoted designs
constructed and informed by and for the environment while using local knowledge
and indigenous materials. Under the imperatives and growing recognition of
sustainable design, Rapid Craft seeks integration between local construction
techniques and globally available digital design technologies to preserve, revive,
and reshape these cultural traditions.
180. Raycounting
Neri Oxman
Raycounting is a method for generating customized light-shading constructions by
registering the intensity and orientation of light rays within a given environment. 3D
surfaces of double curvature are the result of assigning light parameters to flat
planes. The algorithm calculates the intensity, position, and direction of one or
multiple light sources placed in a given environment and assigns local curvature
values to each point in space corresponding to the reference plane and the light
dimension. Light performance analysis tools are reconstructed programmatically to
allow for morphological synthesis based on intensity, frequency, and polarization of
light parameters as defined by the user.
181. Silk Pavilion
Neri Oxman, Jorge Duro-Royo, Carlos Gonzalez, Markus Kayser, and Jared
Laucks, with James Weaver (Wyss Institute, Harvard University) and Fiorenzo
Omenetto (Tufts University)
The Silk Pavilion explores the relationship between digital and biological fabrication.
The primary structure was created from 26 polygonal panels made of silk threads
laid down by a CNC (Computer-Numerically Controlled) machine. Inspired by the
silkworms ability to generate a 3D cocoon out of a single multi-property silk thread,
the pavilion's overall geometry was created using an algorithm that assigns a single
continuous thread across patches, providing various degrees of density. Overall
density variation was informed by deploying the silkworm as a biological "printer" in
the creation of a secondary structure. Positioned at the bottom rim of the scaffold,
6,500 silkworms spun flat, non-woven silk patches as they locally reinforced the
gaps across CNC-deposited silk fibers. Affected by spatial and environmental
conditions (geometrical density, variation in natural light and heat), the silkworms
were found to migrate to darker and denser areas.
MIT Media Lab
October 2014
Page 41
182. SpiderBot
Neri Oxman and Benjamin Peters
The SpiderBot is a suspended robotic gantry system that provides an easily
deployable platform from which to print large structures. The body is composed of a
deposition nozzle, a reservoir of material, and parallel linear actuators. The robot is
connected to stable points high in the environment, such as large trees or buildings.
This arrangement is capable of moving large distances without the need for more
conventional linear guides, much like a spider does. The system is easy to set up
for mobile projects, and will afford sufficient printing resolution and build volume.
Expanding foam can be deposited to create a building-scale printed object rapidly.
Another material type of interest is the extrusion or spinning of tension elements,
like rope or cable. With tension elements, unique structures such as bridges or
webs can be wrapped, woven, or strung around environmental features or
previously printed materials.
183. Swarm Construction
NEW LISTING
Neri Oxman and Markus Kayser
The robotic swarm construction project aims to build architectural structures
autonomously. In nature swarm behavior can be found in many species, swarm
construction most notably in termite mounts, termites utilize highly sophisticated
hierarchical behaviors to construct their habitat in a global coordinated fashion with
only local communication. The aim of this robotic swarm of individual robots is to
build a self-supporting architectural structure collaboratively from fibers. The use of
fibers as a construction material can achieve high degrees of variation in terms of
structural performance as well as the ability to imbed various functionalities through
the use of different fibers such as fluidic channels for heating and cooling of the
structure, light guides for illumination as well as data transfer and conductive fibers
for electrical applications as well as the potential for embedding a network of
sensors. Here the building material becomes a fabric of various materials and
functionalities in a single construction process. The robots are building and climbing
tubular structures which become single threads within the larger construction
network of the emerging architecture. Communication of the individual robots within
the swarm is key for the construction of a large-scale structure, embedding
hierarchies in the communication protocols and algorithmic decision-making
informed by onboard sensors. The robots are energy independent using
photovoltaic and curing of resin shall be provided by UV spectrum of solar radiation
(direct and scattered light). These robots shall become organism-like entities, 'living'
in accordance to the circadian rhythm.
Sputniko!: Design Fiction
Sparking imagination and discussion about the social, cultural, and ethical
implications of new technologies through design and storytelling.
184. CremateBot:
Transform, Reborn,
Free
NEW LISTING
Page 42
Hiromi Ozaki and Dan Chen
CremateBot is an apparatus that takes in human-body clippings such as fingernails,
hair, or dead skinand turns them into ashes through the cremation process. The
process of converting human remains to ashes becomes a critical experience for
observers, causing witnesses to question their sense of existence and physical self
through the conversion process. CremateBot transforms our physical self and
celebrates our rebirth through self-regeneration. The transformation and rebirth
open our imagination to go beyond our physical self and cross the span of time.
October 2014
MIT Media Lab
Similar to Theseus paradox, the dead human cellswhich at one point were
considered part of our physical selves and helped to define our sense of
existenceare continually replaced with newly generated cells. With the recent
advancement in implants, biomechatronics, and bioengineered organs, how we
define ourselves is increasingly blurred.
185. Crowbot Jenny
Sputniko! (Hiromi Ozaki)
Crowbot Jenny, inspired by Donna Haraways philosophical memoir When Species
Meet (2007), is a solitary girl who, despite her generations tendency toward
communication overload, has trouble relating to her peers. In fact, Crowbot Jenny
prefers to talk with animals and develops the Crowbot, an instrument that replicates
a range of crow calls, to commune with her army of birds. Sputniko! talked with
various crow specialists from University of Cambridge (UK), University of
Utsunomiya (Japan), and University of Tokyo (Japan) who also provided her with
sample crow callssuch as "Hello," "I'm in danger," "I love you!" or "Where is my
Child!?"which she installed inside Crowbot.
186. I(')mpossible baby
NEW LISTING
187. Menstruation
MachineTakashi's
Take
Ai Hasegawa
Delivering a baby from same-sex parents is not a sci-fi dream anymorethe recent
developments in genetics and stem cell research have made this dream much
closer to reality. Is creating a baby from same-sex parents the right thing to do?
Who has the right to decide this, and how? This project explores the bioethics of
producing babies for same-sex couples. In the first phase, DNA data will be
simulated to visualise the "potential" baby. The project will then explore creating
partial organs of the "potential baby" over the next few years. You have the right to
know, think, and raise your voice about whether this dream becomes a realitynot
just the authorities and researchers.
Sputniko! (Hiromi Ozaki)
What does menstruation mean, biologically, culturally, and historically, to humans?
Who might choose to have it, and how might they have it? The Menstruation
Machinefitted with a blood dispensing mechanism and electrodes simulating the
lower abdomensimulates the pain and bleeding of a five-day menstruation process.
The project video features a transvestite male Takashi, who one day chooses to
wear 'Menstruation' in an attempt to biologically dress up as a female, being
unsatisfied by just aesthetically appearing female. He builds and wears the machine
to fulfill his desire to understand what the period feels like for his female friends.
Joseph Paradiso: Responsive Environments
Augmenting and mediating human experience, interaction, and perception
with sensor networks.
188. Chain API
Joseph A. Paradiso, Gershon Dublon, Brian Mayton and Spencer Russell
RESTful services and the Web provide a framework and structure for content
delivery that is scalable not only in size but more importantly in use cases. As we in
Responsive Environments build systems to collect, process, and deliver sensor
data, this project serves as a research platform that can be shared between a
variety of projects both inside and outside the group. By leveraging hyperlinks
between sensor data clients can browse, explore and discover their relationships
and interactions in ways that can grow over time.
MIT Media Lab
October 2014
Page 43
189. Circuit Stickers
Joseph A. Paradiso, Jie Qi, Nan-wei Gong and Leah Buechley
Circuit Stickers is a toolkit for crafting electronics using flexible and sticky electronic
pieces. These stickers are created by printing traces on flexible substrates and
adding conductive adhesive. These lightweight, flexible, and sticky circuit boards
allow us to begin sticking interactivity onto new spaces and interfaces such as
clothing, instruments, buildings, and even our bodies.
190. Circuit Stickers
Activity Book
Leah Buechley and Jie Qi
191. Data-Driven Elevator
Music
Joe Paradiso, Gershon Dublon, Brian Dean Mayton and Spencer Russell
The Circuit Sticker Activity Book is a primer for using circuit stickers to create
expressive electronics. Inside are explanations of the stickers, and circuits and
templates for building functional electronics directly on the pages of the book. The
book covers five topics, from simple LED circuits to crafting switches and sensors.
As users complete the circuits, they are also prompted with craft and drawing
activities to ensure an expressive and artistic approach to learning and building
circuits. Once completed, the book serves as an encyclopedia of techniques to
apply to future projects.
Our glass building lets us see across spacesthrough the walls that enclose us and
beyond. Yet invisibly, networks of sensors inside and out capture the often
imperceivable dimensions of the built and natural environment. Our project uses
multi-channel spatial sound to bring that data into the utilitarian experience of riding
the glass elevator. In the past, we've mixed live sound from microphones
throughout the building with sonification of sensor data, using a pressure sensor to
provide fine-grained altitude for control. In its present form, the elevator is displaying
data from the Living Observatory, a wetland restoration site 60 miles away. Each
string pluck represents a new data point streaming in; its pitch corresponds to the
temperature at the sensor and its timbre reflects the humidity. Live and recorded
sound reflect the real ambience of the remote wetland.
Alumni Contributor: Nicholas Joliat
192. DoppelLab:
Experiencing
Multimodal Sensor
Data
Joe Paradiso, Gershon Dublon and Brian Dean Mayton
193. Experiential Lighting:
New User-Interfaces
for Lighting Control
Joseph A. Paradiso, Matthew Aldrich and Nan Zhao
Page 44
Homes and offices are being filled with sensor networks to answer specific queries
and solve pre-determined problems, but no comprehensive visualization tools exist
for fusing these disparate data to examine relationships across spaces and sensing
modalities. DoppelLab is a cross-reality virtual environment that represents the
multimodal sensor data produced by a building and its inhabitants. Our system
encompasses a set of tools for parsing, databasing, visualizing, and sonifying these
data; by organizing data by the space from which they originate, DoppelLab
provides a platform to make both broad and specific queries about the activities,
systems, and relationships in a complex, sensor-rich environment.
We are evaluating new methods of interacting and controlling solid-state lighting
based on our findings of how participants experience and perceive architectural
lighting in our new lighting laboratory (E14-548S). This work, aptly named
"Experiential Lighting," reduces the complexity of modern lighting controls
(intensity/color/space) into a simple mapping, aided by both human input and
sensor measurement. We believe our approach extends beyond general lighting
control and is applicable in situations where human-based rankings and preference
are critical requirements for control and actuation. We expect our foundational
studies to guide future camera-based systems that will inevitably incorporate
context in their operation (e.g., Google Glass).
October 2014
MIT Media Lab
194. FingerSynth:
Wearable
Transducers for
Exploring the
Environment through
Sound
Joseph A. Paradiso and Gershon Dublon
195. Hacking the
Sketchbook
Joseph A. Paradiso and Jie Qi
196. ListenTree:
Audio-Haptic Display
in the Natural
Environment
V. Michael Bove, Joseph A. Paradiso, Gershon Dublon and Edwina
Portocarrero
197. Living Observatory:
Sensor Networks for
Documenting and
Experiencing Ecology
Glorianna Davenport, Joe Paradiso, Gershon Dublon, Pragun Goyal and Brian
Dean Mayton
MIT Media Lab
The FingerSynth is a wearable musical instrument made up of a bracelet and set of
rings that enables its players to produce sound by touching nearly any surface in
their environments. Each ring contains a small, independently controlled audio
exciter transducer. The rings sound loudly when they touch a hard object, and are
silent otherwise. When a wearer touches their own (or someone else's) head, the
contacted person hears sound through bone conduction, inaudible to others. A
microcontroller generates a separate audio signal for each ring, and can take user
input through an accelerometer in the form of taps, flicks, and other gestures. The
player controls the envelope and timbre of the sound by varying the physical
pressure and the angle of their finger on the surface, or by touching differently
resonant surfaces. The FingerSynth encourages players to experiment with the
materials around them and with one another.
In this project we investigate how the process of building a circuit can be made
more organic, like sketching in a sketchbook. We integrate a rechargeable power
supply into the spine of a traditional sketchbook, so that each page of the
sketchbook has power connections. This enables users to begin creating
functioning circuits directly onto the pages of the book and to annotate as they
would in a regular notebook. The sequential nature of the sketchbook allows
creators to document their process for circuit design. The book also serves as a
single physical archive of various hardware designs. Finally, the portable and
rechargeable nature of the book allows users to take their electronic prototypes off
of the lab bench and share their creations with people outside of the lab
environment.
ListenTree is an audio-haptic display embedded in the natural environment. Visitors
to our installation notice a faint sound emerging from a tree. By resting their heads
against the tree, they are able to hear sound through bone conduction. To create
this effect, an audio exciter transducer is weatherproofed and attached to the tree's
roots, transforming it into a living speaker, channeling audio through its branches,
and providing vibrotactile feedback. In one deployment, we used ListenTree to
display live sound from an outdoor ecological monitoring sensor network, bringing a
faraway wetland into the urban landscape. Our intervention is motivated by a need
for forms of display that fade into the background, inviting attention rather than
requiring it. We consume most digital information through devices that alienate us
from our surroundings; ListenTree points to a future where digital information might
become enmeshed in material.
Living Observatory is an initiative for documenting and interpreting ecological
change that will allow people, individually and collectively, to better understand
relationships between ecological processes, human lifestyle choices, and climate
change adaptation. As part of this initiative, we are developing sensor networks that
document ecological processes and allow people to experience the data at different
spatial and temporal scales. Low-power sensor nodes capture climate and other
data at a high spatiotemporal resolution, while others stream audio. Sensors on
trees measure transpiration and other cycles, while fiber-optic cables in streams
capture high-resolution temperature data. At the same time, we are developing tools
that allow people to explore this data, both remotely and onsite. The remote
interface allows for immersive 3D exploration of the terrain, while visitors to the site
will be able to access data from the network around them directly from wearable
devices.
October 2014
Page 45
198. Mobile, Wearable
Sensor Data
Visualization
NEW LISTING
Joseph A. Paradiso, Gershon Dublon, Donald Haddad, Brian Mayton and
Spencer Russell
As part of the Living Observatory ecological sensing initiative, we've been
developing new approaches to mobile, wearable sensor data visualization. The
Tidmarsh app for Google Glass visualizes real-time sensor network data based on
the wearer's location and gaze. A user can approach a sensor node to see 2D plots
of its real-time data stream, and look across an expanse to see 3D plots
encompassing multiple devices. On the back-end, the app showcases our Chain
API, crawling linked data resources to build a dynamic picture of the sensor
network. Besides development of new visualizations, we are building in support for
voice queries, and exploring ways to encourage distributed data collection by users.
199. Prosthetic Sensor
Networks: Factoring
Attention,
Proprioception, and
Sensory Coding
Joseph A. Paradiso and Gershon Dublon
200. Sambaza Watts
Joe Paradiso, Ethan Zuckerman, Rahul Bhargava, Pragun Goyal, Alexis Hope
and Nathan Matias
Sensor networks permeate our built and natural environments, but our means for
interfacing to the resultant data streams have not evolved much beyond HCI and
information visualization. Researchers have long experimented with wearable
sensors and actuators on the body as assistive devices. A users neuroplasticity
can, under certain conditions, transcend sensory substitution to enable
perceptual-level cognition of extrasensory stimuli delivered through existing
sensory channels. But there remains a huge gap between data and human sensory
experience. We are exploring the space between sensor networks and human
augmentation, in which distributed sensors become sensory prostheses. In contrast,
user interfaces are substantially unincorporated by the bodyour relationship to them
never fully pre-attentive. Attention and proprioception are key, not only to moderate
and direct stimuli, but also to enable users to move through the world naturally,
attending to the sensory modalities relevant to their specific contexts.
We want to help people in nations where electric power is scarce to sell power to
their neighbors. Were designing a piece of prototype hardware that plugs into a
diesel generator or other power source, distributes the power to multiple outlets,
monitors how much power is used, and uses mobile payments to charge the
customer for the power consumed.
201. techNailogy
NEW LISTING
202. Ubiquitous Sonic
Overlay
NEW LISTING
Page 46
Cindy Hsin-Liu Kao, Artem Dementyev, Chris Schmandt
techNailogy is a nail-mounted gestural input surface. Using capacitive sensing on
printed electrodes, the interface can distinguish on-nail finger swipe gestures with
high accuracy. techNailogy works in real time: we miniaturized the system to fit on
the fingernail, while wirelessly transmitting the sensor data to a mobile phone or PC.
techNailogy allows for one-handed and always-available input, while being
unobtrusive and discreet. Inspired by commercial nail stickers, the device blends
into the users body, is customizable, fashionable, and even removable. We show
example applications of using the device as a remote controller when hands are
busy and using the system to increase the input space of mobile phones.
Joseph A. Paradiso and Spencer Russell
With our Ubiquitous Sonic Overlay, we are working to place virtual sounds in the
user's environment, fixing them in space even as the user moves. We are working
toward creating a seamless auditory display indistinguishable from the user's actual
surroundings. Between bone-conduction headphones, small and cheap orientation
sensors, and ubiquitous GPS, a confluence of fundamental technologies is in place.
However, existing head-tracking systems either limit the motion space to a small
area (e.g., Occulus Rift), or sacrifice precision for scale using technologies like
GPS. We are seeking to bridge the gap to create large outdoor spaces of sonic
objects.
October 2014
MIT Media Lab
Alex 'Sandy' Pentland: Human Dynamics
Exploring how social networks can influence our lives in business, health,
governance, and technology adoption and diffusion.
203. Ethos
NEW LISTING
Amir Lazarovich, Guy Zyskind, Oz Nathan, Alex 'Sandy' Pentland, Andy
Lippman
Ethos is a decentralized, Bitcoin-like network for storing and sharing valuable
information. We provide transparency, control, and ownership over personal data
and its distribution. Validation and maintenance is distributed throughout the data
community and automatically maintained without needing a safe deposit box or a
commercial site. What Bitcoin has done for currency and BitTorrent for media,
Ethos does for personal data. Nodes in the network are incentivized by collecting
transaction fees, coinbase transactions ("finding blocks"), and proof-of-storage fees
to sustain the distribution of personal data. Fees are paid with the underlying crypto
currency represented by the network, also known as "PrivacyCoin." The role of
nodes besides the usual proof-of-work, which protects against "double spending," is
to maintain shredded pieces of information and present them to the network
on-demand.
204. Inducing Peer
Pressure to Promote
Cooperation
Ankur Mani, Iyad Rahwan, and Alex 'Sandy' Pentland
205. Mobile Territorial Lab
Alex 'Sandy' Pentland and Bruno Lepri
Cooperation in a large society of self-interested individuals is notoriously difficult to
achieve when the externality of one individuals action is spread thin and wide. This
leads to the tragedy of the commons, with rational action ultimately making
everyone worse off. Traditional policies to promote cooperation involve Pigouvian
taxation or subsidies that make individuals internalize the externality they incur. We
introduce a new approach to achieving global cooperation by localizing externalities
to ones peers in a social network, thus leveraging the power of peer-pressure to
regulate behavior. The mechanism relies on a joint model of externalities and
peer-pressure. Surprisingly, this mechanism can require a lower budget to operate
than the Pigouvian mechanism, even when accounting for the social cost of peer
pressure. Even when the available budget is very low, the social mechanisms
achieve greater improvement in the outcome.
The Mobile Territorial Lab (MTL) aims at creating a living laboratory integrated in
the real life of the Trento territory in Italy, open to manifold kinds of
experimentations. In particular, the MTL is focused on exploiting the sensing
capabilities of mobile phones to track and understand human behaviors (e.g.,
families' spending behaviors, lifestyles, mood and stress patterns); on designing
and testing social strategies aimed at empowering individual and collective lifestyles
through attitude and behavior change; and on investigating new paradigms in
personal data management and sharing. This project is a collaboration with
Telecom Italia SKIL Lab, Foundation Bruno Kessler, and Telefonica I+D.
206.
Alex 'Sandy' Pentland, Brian Sweatt, Erez Shmueli, and Yves-Alexandre de
openPDS/SaferAnswers: Montjoye
Protecting the
In a world where sensors, data storage, and processing power are too cheap to
Privacy of Metadata
meter, how do you ensure that users can realize the full value of their data while
protecting their privacy? openPDS is a field-tested, personal metadata management
framework which allows individuals to collect, store, and give fine-grained access to
their metadata to third parties. SafeAnswers is a new and practical way of protecting
the privacy of metadata at an individual level. SafeAnswers turns a hard
MIT Media Lab
October 2014
Page 47
anonymization problem into a more tractable security one. It allows services to ask
questions whose answers are calculated against the metadata instead of trying to
anonymize individuals' metadata. Together, openPDS and SafeAnswers provide a
new way of dynamically protecting personal metadata.
207. Sensible
Organizations
Alex 'Sandy' Pentland, Benjamin Waber and Daniel Olguin Olguin
208. The Privacy Bounds
of Human Mobility
Cesar A. Hidalgo and Yves-Alexandre DeMontjoye
209. Using Big Data for
Effective Marketing
Pål Sundsøy, Johannes Bjelland, Asif Iqbal, Sandy Pentland, and
Yves-Alexandre de Montjoye
NEW LISTING
210. What Can Your
Phone Metadata Tell
about You?
Page 48
Data mining of email has provided important insights into how organizations
function and what management practices lead to greater productivity. But important
communications are almost always face-to-face, so we are missing the greater part
of the picture. Today, however, people carry cell phones and wear RFID badges.
These body-worn sensor networks mean that we can potentially know who talks to
whom, and even how they talk to each other. Sensible Organizations investigates
how these new technologies for sensing human interaction can be used to reinvent
organizations and management.
We used 15 months of data from 1.5 million people to show that four
pointsapproximate places and timesare enough to identify 95 percent of individuals
in a mobility database. Our work shows that human behavior puts fundamental
natural constraints on the privacy of individuals, and these constraints hold even
when the resolution of the dataset is low. These results demonstrate that even
coarse datasets provide little anonymity. We further developed a formula to
estimate the uniqueness of human mobility traces. These findings have important
implications for the design of frameworks and institutions dedicated to protect the
privacy of individuals.
Using big data for effective marketing is hard. As a consequence, 80% of marketing
decisions are still based on gut feeling. This work shows how a principled approach
to big data can improve customer segmentation. We run a large-scale text-based
experiment in an Asian country, comparing our data-driven approach to the
company marketer's best practice. Our approach outperforms marketing's 13 times
in click-through rate for a data plan. It also shows significantly better retention rate.
Yves-Alexandre de Montjoye, Jordi Quoidbach, Florent Robic, and Sandy
Pentland
How much can others learn about your personality just by looking at the way you
use your phone? We provide the first evidence that personality types (for example,
neurotism, extraversion, openness) can be predicted from standard mobile phone
metadata. We have developed a set of novel psychology-informed indicators that
can be computed from any set of mobile phone metadata. These fall into five
categories, and range from the time it took you to answer a text, the entropy of your
contacts, your daily distance traveled, or the percentage of text conversations you
started. Using these 36 indicators, we were able to predict people's personalities
correctely up to 63%, 1.7 times better than random using only metadata.
October 2014
MIT Media Lab
Rosalind W. Picard: Affective Computing
Advancing wellbeing using new ways to communicate, understand, and
respond to emotion.
211. Auditory
Desensitization
Games
Rosalind W. Picard, Matthew Goodwin and Rob Morris
212. Automatic Stress
Recognition in
Real-Life Settings
Rosalind W. Picard, Robert Randall Morris and Javier Hernandez Rivera
213. Autonomic Nervous
System Activity in
Epilepsy
Rosalind W. Picard and Ming-Zher Poh
214. BioGlass:
Physiological
Parameter Estimation
Using a
Head-mounted
Wearable Device
Rosalind W. Picard, Javier Hernandez Rivera, James M. Rehg (Georgia Tech)
and Yin Li (Georgia Tech)
MIT Media Lab
Persons on the autism spectrum often report hypersensitivity to sound. Efforts have
been made to manage this condition, but there is wide room for improvement. One
approachexposure therapyhas promise, and a recent study showed that it helped
several individuals diagnosed with autism overcome their sound sensitivities. In this
project, we borrow principles from exposure therapy, and use fun, engaging games
to help individuals gradually get used to sounds that they might ordinarily find
frightening or painful.
Technologies to automatically recognize stress are extremely important to prevent
chronic psychological stress and pathophysiological risks associated with it. The
introduction of comfortable and wearable biosensors has created new opportunities
to measure stress in real-life environments, but there is often great variability in how
people experience stress and how they express it physiologically. In this project, we
modify the loss function of Support Vector Machines to encode a person's tendency
to feel more or less stressed, and give more importance to the training samples of
the most similar subjects. These changes are validated in a case study where skin
conductance was monitored in nine call center employees during one week of their
regular work. Employees working in this type of setting usually handle high volumes
of calls every day, and they frequently interact with angry and frustrated customers
that lead to high stress levels.
We are performing long-term measurements of autonomic nervous system (ANS)
activity on patients with epilepsy. In certain cases, autonomic symptoms are known
to precede seizures. Usually in our data, the autonomic changes start when the
seizure shows in the EEG, and can be measured with a wristband (much easier to
wear every day than wearing an EEG). We found that the larger the signal we
measure on the wrist, the longer the duration of cortical brain-wave suppression
following the seizure. The duration of the latter is a strong candidate for a biomarker
for SUDEP (Sudden Unexpected Death in Epilepsy), and we are working with
scientists and doctors to better understand this. In addition, bilateral changes in
ANS activity may provide valuable information regarding seizure focus localization
and semiology.
What if you could see what calms you down or increases your stress as you go
through your day? What if you could see clearly what is causing these changes for
your child or another loved one? People could become better at accurately
interpreting and communicating their feelings, and better at understanding the
needs of those they love. This work explores the possibility of using sensors
embedded in Google Glass, a head-mounted-wearable device, to robustly measure
physiological signals of the wearer.
October 2014
Page 49
215. Building the
Just-Right-Challenge
in Games and Toys
Rosalind W. Picard and Elliott Hedman
216. Cardiocam
Ming-Zher Poh, Daniel McDuff and Rosalind W. Picard
Working with the LEGO Group and Hasbro, we looked at the emotional experience
of playing with games and LEGO bricks. We measured participants skin
conductance as they learned to play with these new toys. By marking the stressful
moments we were able to see what moments in learning should be redesigned. Our
findings suggest that framing is keyhow can we help children recognize their
achievements? We also saw how children are excited to take on new
responsibilities but are then quickly discouraged when they arent given the
resources to succeed. Our hope for this work is that by using skin conductance
sensors, we can help companies better understand the unique perspective of
children and build experiences fit for them.
Cardiocam is a low-cost, non-contact technology for measurement of physiological
signals such as heart rate and breathing rate using a basic digital imaging device
such as a webcam. The ability to perform remote measurements of vital signs is
promising for enhancing the delivery of primary healthcare.
217. College Sleep
Akane Sano, Amy Yu, Sara Taylor, Cesar Hidalgo and Rosalind Picard
Sleep is critical to a wide range of biological functions; inadequate sleep results in
impaired cognitive performance and mood, and adverse health outcomes including
obesity, diabetes, and cardiovascular disease. Recent studies have shown that
healthy and unhealthy sleep behaviors can be transmitted by social interactions
between individuals within social networks. We investigate how social connectivity
and light exposure influence sleep patterns and their health and performance. Using
multimodal data collected from closely connected MIT/Harvard undergraduates with
wearable sensors and mobile phones, we are developing statistical and multiscale
mathematical models of sleep dynamics within social networks based on sleep and
circadian physiology. These models will provide insights into the emergent
dynamics of sleep behaviors within social networks, and allow us to test the effects
of candidate strategies for intervening in populations with unhealthy sleep
behaviors.
218. Digging into Brand
Perception with
Psychophysiology
Page 50
Rosalind W. Picard and Elliott Hedman
What do customers really think about your company or brand? Using skin
conductance sensors, we measure what excites and frustrates customers when
discussing topics relevant to your brand. For example, with the National Campaign
to Prevent Teenage Pregnancy, we saw conversations about empowerment and
abortion upset conservative families. However, talking about the importance of
strong families excited and engaged them. Rather than rely on self-reports,
physiological measurements allow us to pinpoint what words and concepts affect
your customers. We hope work like this will help companies better reflect on how
their actions and messaging affect their customers opinion in more detailed and
accurate ways.
October 2014
MIT Media Lab
219. Emotion Prototyping:
Redesigning the
Customer Experience
Rosalind W. Picard and Elliott Hedman
220. Exploring Temporal
Patterns of Smile
Rosalind W. Picard and Mohammed Ehasanul Hoque
221. Facial Expression
Analysis Over the
Web
Rosalind W. Picard, Daniel Jonathan McDuff, and formerly: Affectiva and
Forbes
You can test whether a website is usable by making wire frames, but how do you
know if that site, product, or store is emotionally engaging? We build quick, iterative,
environments where emotions can be tested and improved. Emphasis is on setting
up the right motivation (users always have to buy what they pick), pressures (can
you buy the laptop in 10 minutes?), and environment (competitors products better
be on the shelf too). Once we see where customers are stressed or miss the fun
part, we change the space on a daily, iterative cycle. Within two to three weeks, we
can tell how to structure a new offering for a great experience. Seldom do the
emotions we hope to create happen on the first try; emotion prototyping delivers the
experience we want. We hope to better understand the benefits of emotion
prototyping, especially while using the skin conductance sensor.
A smile is a multi-purpose expression. We smile to express rapport, polite
disagreement, delight, sarcasm, and often, even frustration. Is it possible to develop
computational models to distinguish among smiling instances when delighted,
frustrated, or just being polite? In our ongoing work, we demonstrate that it is useful
to explore how the patterns of smile evolve through time, and that while a smile may
occur in positive and in negative situations, its dynamics may help to disambiguate
the underlying state.
This work builds on our earlier work with FaceSense, created to help automate the
understanding of facial expressions, both cognitive and affective. The FaceSense
system has now been made available commercially by Media Lab spinoff Affectiva
as Affdex. In this work we present the first project analyzing facial expressions at
scale over the Internet. The interface analyzes the participants' smile intensity as
they watch popular commercials. They can compare their responses to an
aggregate from the larger population. The system also allows us to crowd-source
data for training expression recognition systems and to gain better understanding of
facial expressions under natural at-home viewing conditions instead of in traditional
lab settings.
Alumni Contributor: Rana El Kaliouby
222. Fathom: Probabilistic
Graphical Models to
Help Mental Health
Counselors
Karthik Dinakar, Jackie Chen, Henry A. Lieberman, and Rosalind W. Picard
223. FEEL: A Cloud
System for Frequent
Event and
Biophysiological
Signal Labeling
Yadid Ayzenberg and Rosalind W. Picard
MIT Media Lab
We explore advanced machine learning and reflective user interfaces to scale the
national Crisis Text Line. We are using state-of-the-art probabilistic graphical topic
models and visualizations to help a mental health counselor, extract patterns of
mental health issues experienced by participants, and bring large scale data
science to understanding the distribution of mental health issues in the United
States.
The wide availability of low-cost, wearable, biophysiological sensors enables us to
measure how the environment and our experiences impact our physiology. This
creates a new challenge: in order to interpret the collected longitudinal data, we
require the matching contextual information as well. Collecting weeks, months, and
years of continuous biophysiological data makes it unfeasible to rely solely on our
memory for providing the contextual information. Many view maintaining journals as
burdensome, which may result in low compliance levels and unusable data. We
present an architecture and implementation of a system for the acquisition,
processing, and visualization of biophysiological signals and contextual information.
October 2014
Page 51
224. Gesture Guitar
Rosalind W. Picard, Rob Morris and Tod Machover
Emotions are often conveyed through gesture. Instruments that respond to gestures
offer musicians new, exciting modes of musical expression. This project gives
musicians wireless, gestural-based control over guitar effects parameters.
225. Got Sleep?
Akane Sano, Rosalind W. Picard
Got Sleep? is an android application to help people to be aware of their
sleep-related behavioral patterns and tips about how they should change their
behaviors to improve their sleep. The application evaluates peoples sleep habits
before they start using the app, tracks day and night behaviors, and provides
feedback about what kinds of behavior changes they should make and whether the
improvement is achieved or not.
226. IDA: Inexpensive
Networked Digital
Stethoscope
Yadid Ayzenberg
227. Lensing
Catherine Kreatsoulas (Harvard), Rosalind W. Picard, Karthik Dinakar, David
Blei (Columbia) and Matthew Nock (Harvard)
NEW LISTING
Complex and expensive medical devices are mainly used in medical facilities by
health professionals. IDA is an attempt to disrupt this paradigm and introduce a new
type of device: easy to use, low cost, and open source. It is a digital stethoscope
that can be connected to the Internet for streaming physiological data to remote
clinicians. Designed to be fabricated anywhere in the world with minimal equipment,
it can be operated by individuals without medical training.
Conversations between two individualswhether between doctor and patient, mental
health therapist and client, or between two people romantically involved with each
otherare complex. Each participant contributes to the conversation using her or his
own 'lens'. This project involves advanced probabilistic graphical models to
statistically extract and model these dual lenses across large datasets of real-world
conversations, with applications that can improve crisis and psychotherapy
counseling and patient-cardiologist consultations. We're working with top
psychologists, cardiologists, and crisis counseling centers in the United States.
228. MACH: My
Automated
Conversation coacH
M. Ehsan Hoque, Rosalind Picard
229. Making Engaging
Concerts
Rosalind W. Picard and Elliott Hedman
Page 52
MACH, My Automated Conversation coacH, is a system for people to practice
social interactions in face-to-face scenarios. MACH consists of a 3D character that
can see, hear, and make its own decisions in real time. The system was
validated in the context of job interviews with 90 MIT undergraduate students.
Students who interacted with MACH demonstrated significant performance
improvement compared to the students in the control group. We are currently
expanding this technology to open up new possibilities in behavioral health (e.g.,
treating people with Asperger syndrome, social phobia, PTSD) as well as designing
new interaction paradigms in human-computer interaction and robotics.
Working with the New World Symphony, we measured participant skin conductance
as they attended a classical concert for the first time. With the sensor technology,
we noted times when the audience reacted or engaged with the music and other
times when they became bored and drifted away. Our overall findings suggest that
transitions, familiarity, and visual supplements can make concerts accessible and
exciting for new concert goers. We hope this work can help entertainment industries
better connect with their customers and refine the presentation of their work so that
it can best be received by a more diverse audience.
October 2014
MIT Media Lab
230. Mapping the Stress of
Medical Visits
Rosalind W. Picard and Elliott Hedman
231. Measuring Arousal
During Therapy for
Children with Autism
and ADHD
Rosalind W. Picard and Elliott Hedman
232. Mobile Health
Interventions for
Drug Addiction and
PTSD
Rich Fletcher and Rosalind W. Picard
233. Mobisensus:
Predicting Your
Stress/Mood from
Mobile Sensor Data
Akane Sano and Rosalind Picard
MIT Media Lab
Receiving a shot or discussing health problems can be stressful, but does not
always have to be. We measure participants' skin conductance as they use medical
devices or visit hospitals and note times when stress occurs. We then prototype
possible solutions and record how the emotional experience changes. We hope
work like this helps bring the medical community closer to their customers.
Physiological arousal is an important part of occupational therapy for children with
autism and ADHD, but therapists do not have a way to objectively measure how
therapy affects arousal. We hypothesize that when children participate in guided
activities within an occupational therapy setting, informative changes in
electrodermal activity (EDA) can be detected using iCalm. iCalm is a small, wireless
sensor that measures EDA and motion, worn on the wrist or above the ankle.
Statistical analysis describing how equipment affects EDA was inconclusive,
suggesting that many factors play a role in how a childs EDA changes. Case
studies provided examples of how occupational therapy affected childrens EDA.
This is the first study of the effects of occupational therapys in situ activities using
continuous physiologic measures. The results suggest that careful case study
analyses of the relation between therapeutic activities and physiological arousal
may inform clinical practice.
We are developing a mobile phone-based platform to assist people with chronic
diseases, panic-anxiety disorders, or addictions. Making use of wearable, wireless
biosensors, the mobile phone uses pattern analysis and machine learning
algorithms to detect specific physiological states and perform automatic
interventions in the form of text/images plus sound files and social networking
elements. We are currently working with the Veterans Administration drug
rehabilitation program involving veterans with PTSD.
Can we recognize stress, mood, and health conditions from wearable sensors and
mobile-phone usage data? We analyze long-term, multi-modal physiological,
behavioral, and social data (electrodermal activity, skin temperature, accelerometer,
phone usage, social network patterns) in daily lives with wearable sensors and
mobile phones to extract bio-markers related to health conditions, interpret
inter-individual differences, and develop systems to keep people healthy.
October 2014
Page 53
234. Multimodal
Computational
Behavior Analysis
David Forsyth (UIUC), Gregory Abowd (GA Tech), Jim Rehg (GA Tech), Shri
Narayanan (USC), Matthew Goodwin (NEU), Rosalind W. Picard, Javier
Hernandez Rivera, Micah Eckhardt, Stan Scarloff (BU) and Takeo Kanade
(CMU)
This project will define and explore a new research area we call Computational
Behavior Scienceintegrated technologies for multimodal computational sensing and
modeling to capture, measure, analyze, and understand human behaviors. Our
motivating goal is to revolutionize diagnosis and treatment of behavioral and
developmental disorders. Our thesis is that emerging sensing and interpretation
capabilities in vision, audition, and wearable computing technologies, when further
developed and properly integrated, will transform this vision into reality. More
specifically, we hope to: (1) enable widespread autism screening by allowing
non-experts to easily collect high-quality behavioral data and perform initial
assessment of risk status; (2) improve behavioral therapy through increased
availability and improved quality, by making it easier to track the progress of an
intervention and follow guidelines for maximizing learning progress; and (3) enable
longitudinal analysis of a child's development based on quantitative behavioral data,
using new tools for visualization.
Alumni Contributor: Rana El Kaliouby
235. Objective Asessment
of Depression and Its
Improvement
NEW LISTING
236. Panoply
Rosalind W. Picard, Szymon Fedor, Brigham and Women's Hospital and
Massachusetts General Hospital
Current methods to assess depression and then ultimately select appropriate
treatment have many limitations. They are usually based on having a clinician rate
scales, which were developed in the 1960s. Their main drawbacks are lack of
objectivity, being symptom-based and not preventative, and requiring accurate
communication. This work explores new technology to assess depression, including
its increase or decrease, in an automatic, more objective, presymptomatic and
cost-effective way using wearable sensors and smart phones for monitoring 24/7
different personal parameters (physiological data, voice characteristics, sleep,
social interaction, etc.). We aim to enable early diagnosis of depression, prevention
of depression, assessment of depression for people who cannot communicate,
better assignment of a treatment, early detection of treatment remission and
response, and anticipation of post-treatment relapse or recovery.
Rosalind W. Picard and Robert Morris
Panoply is a crowdsourcing application for mental health and emotional well-being.
The platform offers a novel approach to computer-based psychotherapy, one that is
optimized for accessibility, engagement and therapeutic efficacy. A three-week
randomized controlled trial with 166 participants compared Panoply to an active
control task (online expressive writing). Panoply conferred greater or equal benefits
for nearly every therapeutic outcome measure. Panoply also significantly
outperformed the control task on all measures of engagement.
237. Reinventing the
Retail Experience
Page 54
Elliott Hedman and Rosalind W. Picard
With skin conductance sensors, we map out what frustrates and excites customers
as they shopfrom layout to wanting to touch the product. Our work has helped a
variety of large retailers innovate on what it means to shop. Findings have focused
on reducing the stress of choices and learning while surprising customers in new
ways. With the sensor technology we can pinpoint moments when customers are
overwhelmed and then build out new ways to make retail engaging again.
October 2014
MIT Media Lab
238. SenseGlass: Using
Google Glass to
Sense Daily Emotions
NEW LISTING
239. StoryScape
Rosalind W. Picard and Javier Hernandez Rivera
For over a century, scientists have studied human emotions in laboratory settings.
However, these emotions have been largely contrivedelicited by movies or fake
lab stimuli, which tend not to matter to the participants in the studies, at least not
compared with events in their real lives. This work explores the utility of Google
Glass, a head-mounted wearable device, to enable fundamental advances in the
creation of affect-based user interfaces in natural settings.
Rosalind W. Picard and Micah Eckhardt
Stories, language, and art are at the heart StoryScape. While StoryScape began as
a tool to meet the challenging language learning needs of children diagnosed with
autism, it has become much more. StoryScape was created to be the first truly open
and customizable platform for creating animated, interactive storybooks that can
interact with the physical world. Download the android app:
https://play.google.com/store/apps/details?id=edu.mit.media.storyscape and make
your own amazing stories at https://storyscape.io/.
240. Valinor
NEW LISTING
Rosalind W. Picard, Karthik Dinakar, Eric Horvitz (Microsoft Research) and
Matthew Nock (Harvard)
We are developing statistical tools for understanding, modeling and predicting
self-harm by using advanced probabilistic graphical models and fail-soft machine
learning in collaboration with Harvard and Microsoft Research
Ramesh Raskar: Camera Culture
Making the invisible visibleinside our bodies, around us, and beyondfor
health, work, and connection.
241. 6D Display
Ramesh Raskar, Martin Fuchs, Hans-Peter Seidel, and Hendrik P. A. Lensch
Is it possible to create passive displays that respond to changes in viewpoint and
incident light conditions? Holograms and 4D displays respond to changes in
viewpoint. 6D displays respond to changes in viewpoint as well as surrounding light.
We encode the 6D reflectance field into an ordinary 2D film. These displays are
completely passive and do not require any power. Applications include novel
instruction manuals and mood lights.
242. A Switchable Light
Field Camera
Matthew Hirsch, Sriram, Sivaramakrishnan, Suren Jayasuriya, Albert Wang,
Aloysha Molnar, Ramesh Raskar, and Gordon Wetzstein
We propose a flexible light field camera architecture that represents a convergence
of optics, sensor electronics, and applied mathematics. Through the co-design of a
sensor that comprises tailored, Angle Sensitive Pixels and advanced reconstruction
algorithms, we show thatcontrary to light field cameras todayour system can use
the same measurements captured in a single sensor image to recover either a
high-resolution 2D image, a low-resolution 4D light field using fast, linear
processing, or a high-resolution light field using sparsity-constrained optimization.
MIT Media Lab
October 2014
Page 55
243. Bokode:
Imperceptible Visual
Tags for
Camera-Based
Interaction from a
Distance
Ramesh Raskar, Ankit Mohan, Grace Woo, Shinsaku Hiura and Quinn
Smithwick
244. CATRA: Mapping of
Cataract Opacities
Through an
Interactive Approach
Ramesh Raskar, Vitor Pamplona, Erick Passos, Jan Zizka, Jason Boggess,
David Schafran, Manuel M. Oliveira, Everett Lawson, and Estebam Clua
245. Coded Computational
Photography
Jaewon Kim, Ahmed Kirmani, Ankit Mohan and Ramesh Raskar
246. Coded Focal Stack
Photography
Ramesh Raskar, Gordon Wetzstein, Xing Lin and Tsinghua University
247. Compressive Light
Field Camera: Next
Generation in 3D
Photography
Kshitij Marwah, Gordon Wetzstein, Yosuke Bando and Ramesh Raskar
Page 56
With over a billion people carrying camera-phones worldwide, we have a new
opportunity to upgrade the classic bar code to encourage a flexible interface
between the machine world and the human world. Current bar codes must be read
within a short range and the codes occupy valuable space on products. We present
a new, low-cost, passive optical design so that bar codes can be shrunk to fewer
than 3mm and can be read by unmodified ordinary cameras several meters away.
We introduce a novel interactive method to assess cataracts in the human eye by
crafting an optical solution that measures the perceptual impact of forward
scattering on the foveal region. Current solutions rely on highly trained clinicians to
check the back scattering in the crystallin lens and test their predictions on visual
acuity tests. Close-range parallax barriers create collimated beams of light to scan
through sub-apertures scattering light as it strikes a cataract. User feedback
generates maps for opacity, attenuation, contrast, and local point-spread functions.
The goal is to allow a general audience to operate a portable, high-contrast,
light-field display to gain a meaningful understanding of their own visual conditions.
The compiled maps are used to reconstruct the cataract-affected view of an
individual, offering a unique approach for capturing information for screening,
diagnostic, and clinical analysis.
Computational photography is an emerging multi-disciplinary field at the intersection
of optics, signal processing, computer graphics and vision, electronics, art, and
online sharing in social networks. The first phase of computational photography was
about building a super-camera that has enhanced performance in terms of the
traditional parameters, such as dynamic range, field of view, or depth of field. We
call this Epsilon Photography. The next phase of computational photography is
building tools that go beyond the capabilities of this super-camera. We call this
Coded Photography. We can code exposure, aperture, motion, wavelength, and
illumination. By blocking light over time or space, we can preserve more details
about the scene in the recorded single photograph.
We present coded focal stack photography as a computational photography
paradigm that combines a focal sweep and a coded sensor readout with novel
computational algorithms. We demonstrate various applications of coded focal
stacks, including photography with programmable non-planar focal surfaces and
multiplexed focal stack acquisition. By leveraging sparse coding techniques, coded
focal stacks can also be used to recover a full-resolution depth and all-in-focus (AIF)
image from a single photograph. Coded focal stack photography is a significant step
towards a computational camera architecture that facilitates high-resolution
post-capture refocusing, flexible depth of field, and 3D imaging.
Consumer photography is undergoing a paradigm shift with the development of light
field cameras. Commercial products such as those by Lytro and Raytrix have begun
to appear in the marketplace with features such as post-capture refocus, 3D
capture, and viewpoint changes. These cameras suffer from two major drawbacks:
major drop in resolution (converting a 20 MP sensor to a 1 MP image) and large
form factor. We have developed a new light field camera that circumvents traditional
resolution losses (a 20 MP sensor turns into a full sensor resolution refocused
image) in a thin form factor that can fit into traditional DSLRs and mobile phones.
October 2014
MIT Media Lab
248. Eyeglasses-Free
Displays
NEW LISTING
Ramesh Raskar and Gordon Wetzstein
Millions of people worldwide need glasses or contact lenses to see or read properly.
We introduce a computational display technology that predistorts the presented
content for an observer, so that the target image is perceived without the need for
eyewear. We demonstrate a low-cost prototype that can correct myopia, hyperopia,
astigmatism, and even higher-order aberrations that are difficult to correct with
glasses.
249. Imaging through
Scattering Media
Using
Femtophotography
Ramesh Raskar, Christopher Barsi and Nikhil Naik
250. Inverse Problems in
Time-of-Flight
Imaging
Ayush Bhandari and Ramesh Raskar
251. Layered 3D:
Glasses-Free 3D
Printing
Gordon Wetzstein, Douglas Lanman, Matthew Hirsch, Wolfgang Heidrich, and
Ramesh Raskar
252. LensChat: Sharing
Photos with
Strangers
Ramesh Raskar, Rob Gens and Wei-Chao Chen
253. Looking Around
Corners
Andreas Velten, Di Wu, Christopher Barsi, Ayush Bhandari, Achuta Kadambi,
Nikhil Naik, Micha Feigin, Daniel Raviv, Thomas Willwacher, Otkrist Gupta,
Ashok Veeraraghavan, Moungi G. Bawendi, and Ramesh Raskar
We use time-resolved information in an iterative optimization algorithm to recover
reflectance of a three-dimensional scene hidden behind a diffuser. We demonstrate
reconstruction of large images without relying on knowledge of diffuser properties.
We are exploring mathematical modeling of Time-of-Flight imaging problems and
solutions.
We are developing tomographic techniques for image synthesis on displays
composed of compact volumes of light-attenuating material. Such volumetric
attenuators recreate a 4D light field or high-contrast 2D image when illuminated by
a uniform backlight. Since arbitrary views may be inconsistent with any single
attenuator, iterative tomographic reconstruction minimizes the difference between
the emitted and target light fields, subject to physical constraints on attenuation. For
3D displays, spatial resolution, depth of field, and brightness are increased,
compared to parallax barriers. We conclude by demonstrating the benefits and
limitations of attenuation-based light field displays using an inexpensive fabrication
method: separating multiple printed transparencies with acrylic sheets.
With networked cameras in everyone's pockets, we are exploring the practical and
creative possibilities of public imaging. LensChat allows cameras to communicate
with each other using trusted optical communications, allowing users to share
photos with a friend by taking pictures of each other, or borrow the perspective and
abilities of many cameras.
Using a femtosecond laser and a camera with a time resolution of about one trillion
frames per second, we recover objects hidden out of sight. We measure
speed-of-light timing information of light scattered by the hidden objects via diffuse
surfaces in the scene. The object data are mixed up and are difficult to decode
using traditional cameras. We combine this "time-resolved" information with novel
reconstruction algorithms to untangle image information and demonstrate the ability
to look around corners.
Alumni Contributors: Andreas Velten, Otkrist Gupta and Di Wu
MIT Media Lab
October 2014
Page 57
254. NETRA: Smartphone
Add-On for Eye Tests
Vitor Pamplona, Manuel Oliveira, Erick Passos, Ankit Mohan, David Schafran,
Jason Boggess and Ramesh Raskar
Can a person look at a portable display, click on a few buttons, and recover his
refractive condition? Our optometry solution combines inexpensive optical elements
and interactive software components to create a new optometry device suitable for
developing countries. The technology allows for early, extremely low-cost, mobile,
fast, and automated diagnosis of the most common refractive eye disorders: myopia
(nearsightedness), hypermetropia (farsightedness), astigmatism, and presbyopia
(age-related visual impairment). The patient overlaps lines in up to eight meridians
and the Android app computes the prescription. The average accuracy is
comparable to the prior artand in some cases, even better. We propose the use of
our technology as a self-evaluation tool for use in homes, schools, and at health
centers in developing countries, and in places where an optometrist is not available
or is too expensive.
255. New Methods in
Time-of-Flight
Imaging
Ramesh Raskar, Christopher Barsi, Ayush Bhandari, Anshuman Das, Micha
Feigin-Almon and Achuta Kadambi
Time-of-flight (ToF) cameras are commercialized consumer cameras that provide a
depth map of a scene, with many applications in computer vision and quality
assurance. Currently, we are exploring novel ways of integrating the camera
illumination and detection circuits with computational methods to handle challenging
environments, including multiple scattering and fluorescence emission.
Alumni Contributor: Refael Whyte
256. PhotoCloud:
Personal to Shared
Moments with Angled
Graphs of Pictures
Ramesh Raskar, Aydin Arpa, Otkrist Gupta and Gabriel Taubin
257. Polarization Fields:
Glasses-Free 3DTV
Douglas Lanman, Gordon Wetzstein, Matthew Hirsch, Wolfgang Heidrich, and
Ramesh Raskar
We present a near real-time system for interactively exploring a collectively
captured moment without explicit 3D reconstruction. Our system favors immediacy
and local coherency to global consistency. It is common to represent photos as
vertices of a weighted graph. The weighted angled graphs of photos used in this
work can be regarded as the result of discretizing the Riemannian geometry of the
high dimensional manifold of all possible photos. Ultimately, our system enables
everyday people to take advantage of each others' perspectives in order to create
on-the-spot spatiotemporal visual experiences similar to the popular bullet-time
sequence. We believe that this type of application will greatly enhance shared
human experiences spanning from events as personal as parents watching their
children's football game to highly publicized red-carpet galas.
We introduce polarization field displays as an optically efficient design for dynamic
light field display using multi-layered LCDs. Such displays consist of a stacked set
of liquid crystal panels with a single pair of crossed linear polarizers. Each layer is
modeled as a spatially controllable polarization rotator, as opposed to a
conventional spatial light modulator that directly attenuates light. We demonstrate
that such displays can be controlled, at interactive refresh rates, by adopting the
SART algorithm to tomographically solve for the optimal spatially varying
polarization state rotations applied by each layer. We validate our design by
constructing a prototype using modified off-the-shelf panels. We demonstrate
interactive display using a GPU-based SART implementation supporting both
polarization-based and attenuation-based architectures.
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October 2014
MIT Media Lab
258. Portable Retinal
Imaging
Everett Lawson, Jason Boggess, Alex Olwal, Gordon Wetzstein, and
Siddharth Khullar
The major challenge in preventing blindness is identifying patients and bringing
them to specialty care. Diseases that affect the retina, the image sensor in the
human eye, are particularly challenging to address, because they require highly
trained eye specialists (ophthalmologists) who use expensive equipment to
visualize the inner parts of the eye. Diabetic retinopathy, HIV/AIDS related retinitis,
and age-related macular degeneration are three conditions that can be screened
and diagnosed to prevent blindness caused by damage to retina. We exploit a
combination of two novel ideas which simplify the constraints of traditional devices,
with simplified optics and cleaver illumination in order to capture and visualize
images of the retina in a standalone device easily operated by the user. Prototypes
are conveniently embedded in either a mobile hand-held retinal camera, or
wearable eyeglasses.
259. Reflectance
Acquisition Using
Ultrafast Imaging
Ramesh Raskar and Nikhil Naik
We demonstrate a new technique that allows a camera to rapidly acquire
reflectance properties of objects "in the wild" from a single viewpoint, over relatively
long distances and without encircling equipment. This project has a wide variety of
applications in computer graphics including image relighting, material identification,
and image editing.
Alumni Contributor: Andreas Velten
260. Second Skin: Motion
Capture with
Actuated Feedback
for Motor Learning
Ramesh Raskar, Kenichiro Fukushi, Christopher Schonauer and Jan Zizka
We have created a 3D motion-tracking system with automatic, real-time vibrotactile
feedback and an assembly of photo-sensors, infrared projector pairs, vibration
motors, and wearable suit. This system allows us to enhance and quicken the motor
learning process in a variety of fields such as healthcare (physiotherapy),
entertainment (dance), and sports (martial arts).
Alumni Contributor: Dennis Ryan Miaw
261. Shield Field Imaging
Jaewon Kim
We present a new method for scanning 3D objects in a single shot, shadow-based
method. We decouple 3D occluders from 4D illumination using shield fields: the 4D
attenuation function which acts on any light field incident on an occluder. We then
analyze occluder reconstruction from cast shadows, leading to a single-shot light
field camera for visual hull reconstruction.
262. Single Lens Off-Chip
Cellphone
Microscopy
MIT Media Lab
Ramesh Raskar and Aydin Arpa
Within the last few years, cellphone subscriptions have widely spread and now
cover even the remotest parts of the planet. Adequate access to healthcare,
however, is not widely available, especially in developing countries. We propose a
new approach to converting cellphones into low-cost scientific devices for
microscopy. Cellphone microscopes have the potential to revolutionize
health-related screening and analysis for a variety of applications, including blood
and water tests. Our optical system is more flexible than previously proposed
mobile microscopes, and allows for wide field of view panoramic imaging, the
acquisition of parallax, and coded background illumination, which optically
enhances the contrast of transparent and refractive specimens.
October 2014
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263. Skin Perfusion
Photography
Ramesh Raskar, Christopher Barsi and Guy Satat
264. Slow Display
Daniel Saakes, Kevin Chiu, Tyler Hutchison, Biyeun Buczyk, Naoya Koizumi
and Masahiko Inami
Skin and tissue perfusion measurements are important parameters for estimating
wounds and burns, and for monitoring plastic and reconstructive surgeries. In this
project, we use a standard camera and a laser in order to image blood flow in skin
tissue. We show results of blood flow maps of hands, arms, and fingers. We
combine the complex scattering of laser light from blood with computational
techniques found in computer science.
How can we show our 16-megapixel photos from our latest trip on a digital display?
How can we create screens that are visible in direct sunlight as well as complete
darkness? How can we create large displays that consume less than 2W of power?
How can we create design tools for digital decal application and intuitive-computer
aided modeling? We introduce a display that is high resolution but updates at a low
frame rate, a slow display. We use lasers and monostable light-reactive materials to
provide programmable space-time resolution. This refreshable, high resolution
display exploits the time decay of monostable materials, making it attractive in terms
of cost and power requirements. Our effort to repurpose these materials involves
solving underlying problems in color reproduction, day-night visibility, and optimal
time sequences for updating content.
265. SpeckleSense
Alex Olwal, Andrew Bardagjy, Jan Zizka and Ramesh Raskar
Motion sensing is of fundamental importance for user interfaces and input devices.
In applications where optical sensing is preferred, traditional camera-based
approaches can be prohibitive due to limited resolution, low frame rates, and the
required computational power for image processing. We introduce a novel set of
motion-sensing configurations based on laser speckle sensing that are particularly
suitable for human-computer interaction. The underlying principles allow these
configurations to be fast, precise, extremely compact, and low cost.
266. StreetScore
NEW LISTING
267. Tensor Displays:
High-Quality
Glasses-Free 3D TV
Page 60
Nikhil Naik, Jade Philipoom, Ramesh Raskar, Cesar Hidalgo
StreetScore is a machine learning algorithm that predicts the perceived safety of a
streetscape. StreetScore was trained using 2,920 images of streetscapes from New
York and Boston and their rankings for perceived safety obtained from a
crowdsourced survey. To predict an image's score, StreetScore decomposes this
image into features and assigns the image a score based on the associations
between features and scores learned from the training dataset. We use StreetScore
to create a collection of map visualizations of perceived safety of street views from
cities in the United States. StreetScore allows us to scale up the evaluation of
streetscapes by several orders of magnitude when compared to a crowdsourced
survey. StreetScore can empower research groups working on connecting urban
perception with social and economic outcomes by providing high resolution data on
urban perception.
Gordon Wetzstein, Douglas Lanman, Matthew Hirsch and Ramesh Raskar
We introduce tensor displays: a family of glasses-free 3D displays comprising all
architectures employing (a stack of) time-multiplexed LCDs illuminated by uniform
or directional backlighting. We introduce a unified optimization framework that
encompasses all tensor display architectures and allows for optimal glasses-free 3D
display. We demonstrate the benefits of tensor displays by constructing a
reconfigurable prototype using modified LCD panels and a custom integral imaging
backlight. Our efficient, GPU-based NTF implementation enables interactive
applications. In our experiments we show that tensor displays reveal practical
architectures with greater depths of field, wider fields of view, and thinner form
factors, compared to prior automultiscopic displays.
October 2014
MIT Media Lab
268. Theory Unifying Ray
and Wavefront
Lightfield
Propagation
George Barbastathis, Ramesh Raskar, Belen Masia, Se Baek Oh and Tom
Cuypers
269. Trillion Frames Per
Second Camera
Andreas Velten, Di Wu, Adrián Jarabo, Belen Masia, Christopher Barsi,
Chinmaya Joshi, Everett Lawson, Moungi Bawendi, Diego Gutierrez, and
Ramesh Raskar
This work focuses on bringing powerful concepts from wave optics to the creation of
new algorithms and applications for computer vision and graphics. Specifically,
ray-based, 4D lightfield representation, based on simple 3D geometric principles,
has led to a range of new applications that include digital refocusing, depth
estimation, synthetic aperture, and glare reduction within a camera or using an
array of cameras. The lightfield representation, however, is inadequate to describe
interactions with diffractive or phase-sensitive optical elements. Therefore we use
Fourier optics principles to represent wavefronts with additional phase information.
We introduce a key modification to the ray-based model to support modeling of
wave phenomena. The two key ideas are "negative radiance" and a "virtual light
projector." This involves exploiting higher dimensional representation of light
transport.
We have developed a camera system that captures movies at an effective rate of
approximately one trillion frames per second. In one frame of our movie, light moves
only about 0.6 mm. We can observe pulses of light as they propagate through a
scene. We use this information to understand how light propagation affects image
formation and to learn things about a scene that are invisible to a regular camera.
270. Ultrasound
tomography
NEW LISTING
271. Vision on Tap
Ramesh Raskar, Micha Feigin-Almon and Brian Anthony
Traditional medical ultrasound assumes that we are imaging ideal liquids. We
interested at imaging muscle and bone as well as measuring elastic properties of
tissues, all of which are places where this assumption fails quite miserably.
Interested in cancer detections, Duchenne muscular dystrophy and prostethic fitting,
we use tomographic techniques as well as ideas from seismic imaging to deal with
these issues.
Ramesh Raskar
Computer vision is a class of technologies that lets computers use cameras to
automatically stitch together panoramas, reconstruct 3D geometry from multiple
photographs, and even tell you when the water's boiling. For decades, this
technology has been advancing mostly within the confines of academic institutions
and research labs. Vision on Tap is our attempt to bring computer vision to the
masses.
Alumni Contributor: Kevin Chiu
272. VisionBlocks
Chunglin Wen and Ramesh Raskar
VisionBlocks is an on-demand, in-browser, customizable, computer-vision
application-building platform for the masses. Even without any prior programming
experience, users can create and share computer vision applications. End-users
drag and drop computer vision processing blocks to create their apps. The input
feed could be either from a user's webcam or a video from the Internet.
VisionBlocks is a community effort where researchers obtain fast feedback,
developers monetize their vision applications, and consumers can use
state-of-the-art computer vision techniques. We envision a Vision-as-a-Service
(VaaS) over-the-web model, with easy-to-use interfaces for application creation for
everyone.
Alumni Contributors: Abhijit Bendale, Kshitij Marwah and Jason Boggess and Kevin
Chiu
MIT Media Lab
October 2014
Page 61
273. Visual Lifelogging
Hyowon Lee, Nikhil Naik, Lubos Omelina, Daniel Tokunaga, Tiago Lucena and
Ramesh Raskar
We are creating a novel visual lifelogging framework for applications in personal life
and workplaces.
Mitchel Resnick: Lifelong Kindergarten
Engaging people in creative learning experiences.
274. App Inventor
Hal Abelson, Eric Klopfer, Mitchel Resnick, Andrew McKinney, CSAIL and
Scheller Teacher Education Program
App Inventor is an open-source tool that democratizes app creation. By combining
LEGO-like blocks onscreen, even users with no prior programming experience can
use App Inventor to create their own mobile applications. Currently, App Inventor
has over 2,000,000 users and is being taught by universities, schools, and
community centers worldwide. In those initiatives, students not only acquire
important technology skills such as computer programming, but also have the
opportunity to apply computational thinking concepts to many fields including
science, health, education, business, social action, entertainment, and the arts.
Work on App Inventor was initiated in Google Research by Hal Abelson and is
continuing at the MIT Media Lab as part of its Center for Mobile Learning, a
collaboration with the MIT Computer Science and Artificial Intelligence Laboratory
(CSAIL) and the Scheller Teacher Education Program (STEP).
275. Build-in-Progress
Tiffany Tseng and Mitchel Resnick
Build-in-Progress is a platform for sharing the story of your design process. With
Build-in-Progress, makers document as they develop their design process,
incorporating iterations and failures along the way and getting feedback as they
develop their projects.
276. Computer Clubhouse
Mitchel Resnick, Natalie Rusk, Chris Garrity, Alisha Panjwani
At Computer Clubhouse after-school centers, young people (ages 10-18) from
low-income communities learn to express themselves creatively with new
technologies. Clubhouse members work on projects based on their own interests,
with support from adult mentors. By creating their own animations, interactive
stories, music videos, and robotic constructions, Clubhouse members become more
capable, confident, and creative learners. The first Computer Clubhouse was
established in 1993, as a collaboration between the Lifelong Kindergarten group
and The Computer Museum (now part of the Boston Museum of Science). With
financial support from Intel Corporation, the network has expanded to more than
100 centers in 20 countries, serving more than 20,000 young people. The Lifelong
Kindergarten group continues to develop new technologies, introduce new
educational approaches, and lead professional-development workshops for
Clubhouses around the world.
Alumni Contributors: rberg, Leo Burd, Robbin Chapman, Rachel Garber, Tim
Gorton, Michelle Hlubinka, Elisabeth Sylvan and Claudia Urrea
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October 2014
MIT Media Lab
277. Computer Clubhouse
Village
Chris Garrity, Natalie Rusk, and Mitchel Resnick
The Computer Clubhouse Village is an online community that connects people at
Computer Clubhouse after-school centers around the world. Through the Village,
Clubhouse members and staff at more than 100 Clubhouses in 20 countries can
share ideas with one another, get feedback and advice on their projects, and work
together on collaborative design activities.
Alumni Contributors: Robbin Chapman, Rachel Garber and Elisabeth Sylvan
278. DIY Cellphone
David A. Mellis and Leah Buechley
An exploration into the possibilities for individual construction and customization of
the most ubiquitous of electronic devices, the cellphone. By creating and sharing
open-source designs for the phone's circuit board and case, we hope to encourage
a proliferation of personalized and diverse mobile phones. Freed from the
constraints of mass production, we plan to explore diverse materials, shapes, and
functions. We hope that the project will help us explore and expand the limits of
do-it-yourself (DIY) practice. How close can a homemade project come to the
design of a cutting-edge device? What are the economics of building a high-tech
device in small quantities? Which parts are even available to individual consumers?
What's required for people to customize and build their own devices?
279. DressCode
Jennifer Jacobs, Leah Buechley, and Mitchel Resnick
DressCode is a computer-aided design and fabrication tool that combines
programming with graphic drawing and manipulation, allowing novice programmers
to create computationally-generated, physical artifacts. The software consists of a
programming environment and a graphic-user interface design tool, as well as a
custom programming language. The GUI tools allow for a unique combination of
graphic drawing and computational manipulation, because the software
automatically generates editable code in the programming environment that reflects
the designers drawing actions. DressCode exports designs that are compatible with
digital fabrication machines, allowing for the creation of physical artifacts. We have
introduced DressCode to amateur programmers with a series of craft activities that
allow them to produce functional, beautiful, and unique objects including t-shirts,
jewelry, and personal accessories.
280. Family Creative
Learning
Ricarose Roque, Natalie Rusk, and Mitchel Resnick
281. Learning Creative
Learning
Mitchel Resnick, Philipp Schmidt, Natalie Rusk, Grif Peterson, Katherine
McConachie, Srishti Sethi, Alisha Panjwani
In Family Creative Learning, we engage parents and children in workshops to
design and learn together with creative technologies, like the Scratch programming
language and the MaKey MaKey invention kit. Just as children's literacy can be
supported by parents reading with them, children's creativity can be supported by
parents creating with them. In these workshops, we especially target families with
limited access to resources and social support around technology. By promoting
participation across generations, these workshops engage parents in supporting
their children in becoming creators and full participants in todays digital society.
Learning Creative Learning (http://learn.media.mit.edu/lcl) is an online course that
introduces ideas and strategies for supporting creative learning. The course
engages educators, designers, and technologists from around the world in applying
creative learning tools and approaches from the MIT Media Lab. We view the
course as an experimental alternative to traditional Massive Open Online Courses
(MOOCs), putting greater emphasis on peer-to-peer learning, hands-on projects,
and sustainable communities.
MIT Media Lab
October 2014
Page 63
282. Learning with Data
Sayamindu Dasgupta and Mitchel Resnick
More and more computational activities revolve around collecting, accessing, and
manipulating large sets of data, but introductory approaches for learning
programming typically are centered around algorithmic concepts and flow of control,
not around data. Computational exploration of data, especially data-sets, has been
usually restricted to predefined operations in spreadsheet software like Microsoft
Excel. This project builds on the Scratch programming language and environment to
allow children to explore data and datasets. With the extensions provided by this
project, children can build Scratch programs to not only manipulate and analyze
data from online sources, but also to collect data through various means such as
surveys and crowd-sourcing. This toolkit will support many different types of
projects like online polls, turn-based multiplayer games, crowd-sourced stories,
visualizations, information widgets, and quiz-type games.
283. MaKey MaKey
Eric Rosenbaum, Jay Silver, and Mitchel Resnick
MaKey MaKey lets you transform everyday objects into computer interfaces. Make
a game pad out of Play-Doh, a musical instrument out of bananas, or any other
invention you can imagine. It's a little USB device you plug into your computer, and
you use it to make your own switches that act like keys on the keyboard: Make +
Key = MaKey MaKey! Its plug and play. No need for any electronics or
programming skills. Since MaKey MaKey looks to your computer like a regular
mouse and keyboard, its automatically compatible with any piece of software you
can think of. Its great for beginners tinkering and exploring, for experts prototyping
and inventing, and for everybody who wants to playfully transform their world.
284. Making Learning
Work
J. Philipp Schmidt, Juliana Nazare, Srishti Sethi
285. Making with Stories
Alisha Panjwani, Natalie Rusk, Mitchel Resnick
Improving adult learning, especially for adults who are unemployed or unable to
financially support their families, is a challenge that affects the future well-being of
millions of individuals in the US. We are working with the Joyce Foundation,
employers, learning researchers, and the Media Lab community to prototype three
to five new models for adult learning that involve technology innovation and
behavioral insights.
We are developing a set of participatory maker activities to engage youth in
creating tangible projects that depict stories about themselves and their worlds.
These activities introduce electronics and computational tools as a medium to
create, connect, express, and derive meaning from personal narratives. For
example, we are offering workshops where participants design sewable circuits and
bring them together to create a collaborative Story Quilt. Through the Making with
Stories project we are exploring how story-based pedagogy can inspire youth
participation in arts and engineering within formal and informal learning
environments.
286. Map Scratch
Sayamindu Dasgupta, Brian Silverman, and Mitchel Resnick
Map Scratch is an extension of Scratch that enables kids to program with maps
within their Scratch projects. With Map Scratch, kids can create interactive tours,
games, and data visualizations with real-world geographical data and maps.
287. Media Lab Virtual
Visit
NEW LISTING
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Srishti Sethi and J. Philipp Schmidt
Media Lab Virtual Visit is intended to open up the doors of the Media Lab to people
from all around the world. The visit is hosted on the Unhangout platform, a new way
of running large-scale unconferences on the web that was developed at the Media
Lab. It is an opportunity for students or potential collaborators to talk with current
researchers at the Lab, learn about their work and share ideas.
October 2014
MIT Media Lab
288. MelodyMorph
Eric Rosenbaum and Mitchel Resnick
MelodyMorph is an interface for constructing melodies and making improvised
music. It removes a constraint of traditional musical instruments: a fixed mapping
between space and pitch. What if you blew up the piano so you could put the keys
anywhere you want? With MelodyMorph you can create a customized musical
instrument, unique to the piece of music, the player, or the moment.
289. Novice Design of
Interactive Products
NEW LISTING
290. Open Learning
David A. Mellis and Mitchel Resnick
Despite recent widespread interest in hobbyist electronics and the maker
movement, the design of printed circuit boards (PCBs) remains an obscure and
often intimidating activity. This project attempts to introduce PCB design and
production to new audiences by creating examples, activities, and other resources
that provide context and motivation for those practices. I've developed a series of
interactive lights that demonstrate the creation of useable products with simple
circuits. These examples introduce novices to the space of possibilities and provide
them with a starting point for creating their own designs. In workshops, novices
design, produce, assemble, and program their own electronic circuits. These
workshops provide an entry point to understanding the way that electronic products
are made and an opportunity for discussion and reflection about how more people
might get involved in their production.
Philipp Schmidt and Mitchel Resnick
Learning for everyone, by everyone. The Open Learning project builds online
learning communities that work like the web: peer-to-peer, loosely joined, open. And
it works with Media Lab faculty and students to open up the magic of the Lab
through online learning. Our first experiment was Learning Creative Learning, a
course taught at the Media Lab, which attracted 24,000 participants. We are
currently developing ideas for massive citizen science projects, engineering
competitions for kids, and new physical infrastructures for learning that reclaim the
library.
291. Para
NEW LISTING
292. Scratch
Jennifer Jacobs, Mitchel Resnick, Joel Brandt, and Radomir Mech
Procedural representations, enabled through programming, are a powerful tool for
digital illustrationbut writing code conflicts with the intuitiveness and immediacy of
direct manipulation. Para is a digital illustration tool that uses direct manipulation to
define and edit procedural artwork. Through creating and altering vector paths,
artists can define iterative distributions, parametric constraints, and conditional
behaviors. Para makes it easier for people to create generative artwork, and creates
a intuitive workflow between manual and procedural drawing methods.
Mitchel Resnick, Natalie Rusk, Eric Schilling, Amos Blanton, Champika
Fernando, Sayamindu Dasgupta, Ricarose Roque, Kasia Chmielinski, Shane
Clements, Carl Bowman, Matt Taylor, Ray Schamp, Chris Willis-Ford, Brian
Silverman, Paula Bonta
Scratch is a programming language and online community (http://scratch.mit.edu)
that makes it easy to create your own interactive stories, games, animations, and
simulationsand share your creations online. As young people create and share
Scratch projects, they learn to think creatively, reason systematically, and work
collaboratively, while also learning important mathematical and computational ideas.
Young people around the world have shared more than six million projects on the
Scratch website, with thousands of new projects every day.
Alumni Contributors: Karen Brennan, Gaia Carini, Michelle Chung, Margarita Dekoli,
Evelyn Eastmond, John H. Maloney, Amon Millner, Andres Monroy-Hernandez, Eric
Rosenbaum, Jay Saul Silver and Tamara Stern
MIT Media Lab
October 2014
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293. Scratch Data Blocks
NEW LISTING
294. Scratch Day
Sayamindu Dasgupta, Mitchel Resnick, Natalie Rusk, and Benjamin Mako Hill
Scratch Data Blocks is an NSF-funded project that extends the Scratch
programming language to enable youth to analyze and visualize their own learning
and participation in the Scratch online community. With Scratch Data Blocks, youth
in the Scratch community can easily access, analyze, and represent data about the
ways they program, share, and discuss Scratch projects.
Lisa O'Brien, Kasia Chmielinski, Carl Bowman, and Mitchel Resnick
Scratch Day (day.scratch.mit.edu) is a network of face-to-face local gatherings, on
the same day in all parts of the world, where people can meet, share, and learn
more about Scratch, a programming environment that enables people to create their
own interactive stories, games, animations, and simulations. We believe that these
types of face-to-face interactions remain essential for ensuring the accessibility and
sustainability of initiatives such as Scratch. In-person interactions enable richer
forms of communication among individuals, more rapid iteration of ideas, and a
deeper sense of belonging and participation in a community. The first Scratch Day
took place in 2009. In 2014, there were 260 events in 56 countries.
Alumni Contributor: Karen Brennan
295. Scratch Extensions
Shane Clements, Chris Willis-Ford, Sayamindu Dasgupta, Amos Blanton,
Mitchel Resnick
The Scratch extension system enables anyone to extend the Scratch programming
language through custom programming blocks written in JavaScript. The extension
system is designed to enable innovating on the Scratch programming language
itself, in addition to innovating with it through projects. With the extension system,
anyone can write custom Scratch blocks that enable others to use Scratch to
program hardware devices such as the LEGO WeDo, get data from online
web-services such as weather.com, and use advanced web-browser capabilities
such as speech recognition.
Alumni Contributors: Abdulrahman Y. idlbi and John H. Maloney
296. ScratchJr
Mitchel Resnick, Champika Fernando, Tim Mickel, Sayamindu Dasgupta,
Marina Bers, Paula Bonta, and Brian Silverman
The ScratchJr project brings the ideas and spirit of Scratch programming activities
to younger children, enabling children ages five to seven to program their own
interactive stories, games, and animations. To make ScratchJr developmentally
appropriate for younger children, we are revising the interface and providing new
structures to help young children learn core math concepts and problem-solving
strategies. ScratchJr is now available as a free app for iPads (and will be available
for Android soon).
297. Singing Fingers
Eric Rosenbaum, Jay Silver, and Mitchel Resnick
Singing Fingers allows children to fingerpaint with sound. Users paint by touching a
screen with a finger, but color only emerges if a sound is made at the same time. By
touching the painting again, users can play back the sound. This creates a new
level of accessibility for recording, playback, and remixing of sound.
298. Start Making!
Alisha Panjwani, Jennifer Jacobs, Tiffany Tseng, Jie Qi, David Mellis, Chris
Garrity, Ricarose Roque, Natalie Rusk, Mitchel Resnick
The Lifelong Kindergarten group is collaborating with the Museum of Science in
Boston to develop materials and workshops that engage young people in "maker"
activities in Computer Clubhouses around the world, with support from Intel. The
activities introduce youth to the basics of circuitry, coding, crafting, and engineering.
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MIT Media Lab
In addition, graduate students are testing new maker technologies and workshops
for Clubhouse staff and youth. The goal of the initiative is to help young people from
under-served communities gain experience and confidence in their ability to design,
create, and invent with new technologies.
299. Unhangout
Philipp Schmidt, Drew Harry, Charlie DeTar, and Srishti Sethi
Unhangout is an open-source platform for running large-scale unconferences
online. We use Google Hangouts to create as many small sessions as needed, and
help users find others with shared interests. Think of it as a classroom with an
infinite number of breakout sessions. Each event has a landing page, which we call
the lobby. When participants arrive, they can see who else is there and chat with
each other. The hosts can do a video welcome and introduction that gets streamed
into the lobby. Participants then break out into smaller sessions (up to 10 people per
session) for in-depth conversations, peer-to-peer learning, and collaboration on
projects. UnHangouts are community-based learning instead of top-down
information transfer.
Deb Roy: Social Machines
Designing media technologies for social engagement and change.
300. Media Ecosystem
Analysis: Lessons
from the Boston
Marathon Bombings
Soroush Vosoughi and Deb Roy
301. Predicting the
Veracity of Rumors in
Social Networks
Soroush Vosoughi and Deb Roy
MIT Media Lab
In this project we examine the social media and traditional media's response to the
Boston Marathon bombings from the moment of the explosion to two weeks after
the events, including the search, hunt, and capture of the suspects. We use big data
analytics, natural language processing, and complex system and network analysis
techniques. We focus specifically on information flow, engagement and attention of
the audience, emergence of broadcasters, source and spread of rumors, and
interplay of various media. We hope to develop a better understanding of the nature
of information generation and flow from broadcasters and audiences across
different media. Using this event as a case study, we can find out what went wrong
or right, and come up with recommendations for different actors (news sources,
social media participants, police departments) to better facilitate information flow
and minimize misunderstanding and the spread of false information.
The spread of malicious or accidental misinformation in social media, especially in
time-sensitive situations such as real-world emergencies, can have harmful effects
on individuals and society. Motivated by this, we are creating computational models
of false and true information on Twitter and Reddit to investigate the nature of
rumors surrounding real-world events, using the April 2013 Boston Marathon
bombings as a case study. When fully trained, our models will be evaluated on the
rumors surrounding the August 2014 Ferguson unrest. Once fully evaluated, the
models will be used to build a real-time rumor verification system for Twitter and
Reddit that can be used during real-world emergencies. This system will have
immediate real-world applications for consumers of news, journalists, and
emergency services and can help minimize and dampen the impact of
misinformation.
October 2014
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Chris Schmandt: Speech + Mobility
Enhancing mobile life through improved user interactions.
302. Activ8
Misha Sra and Chris Schmandt
Activ8 is a system of three short games: See-Saw, a balancing game for Glass;
Jump Beat, a music beat matching game for Glass; and Learning to Fly, a Kinect
game where users keep a virtual bird in the air by flapping their arms. Recent
epidemiological evidence points at sitting as being the most common contributor to
an inactive lifestyle. We aim to offer a starting point towards designing and building
an understanding about how "physical casual games" can contribute to helping
address the perils of sitting.
303. Back to the Desktop
Andrea Colaco, Hye Soo Yang, Chris Schmandt
In this project, we construct a virtual desktop centered around the smartphone
display with the surface around the display opportunistically used for input. We use
a 3-pixel optical time-of-flight sensor, Mime, to capture hand motion. The sensor on
the phone allows the table surface next to the phone to be mapped to conventional
desktop windows, and the phone's display is a small viewport onto this desktop.
Moving the hand is like moving the mouse, and as the user shifts into another part
of the desktop, the phone viewport display moves with it. We demonstrate that
instead of writing new applications to use smart surfaces, existing applications can
be readily controlled with the hands.
304. Glass Ear
NEW LISTING
305. iReality
NEW LISTING
306. Live Trace
Dhruv Jain and Chris Schmandt
Persons with hearing loss use visual signals such as gestures and lip movement to
interpret speech. While hearing aids and cochlear implants can improve sound
recognition, they generally do not help the wearer localize sound necessary to
leverage these visual cues. We design and evaluate visualizations for spatially
locating sound on a head-mounted display (HMD). After a large-scale formative
study and gathering preferences for specific design options, we implemented a
real-time proof-of-concept HMD prototype on Google Glass and solicited feedback
from deaf and hard of hearing individuals. Current developments are aiming
towards creating a wearable prototype for field deployments.
Chris Schmandt and Hye Soo Yang
iReality is a spatial data retrieval system in Augmented Reality application for
full-display head-mounted displays. It is geared towards restoring a larger
operational space for spatially oriented digital information by associating it with
physical objects and spaces. The system is built around a physical notebook and a
bookshelf and the user is able to augment any desired contents onto these objects.
Different levels of augmentation is used to supplement the situational lack of object
or space affordances for mobile use cases. Natural hand gestures integrated with
the system further facilitate more intuitive and easier user interactions.
Hye Soo Yang, Andrea Colaco and Chris Schmandt
In this interactive experience we are interested in enabling quick input actions to
Google Glass. The application allows users to trace an object or region of interest in
their live view. We use the trace as the foundation for allowing the user to indicate
interest in a visual region. Once selected, the user can choose to apply filters to the
region, annotate the selection through speech input, or capture text through optical
character recognition. These selection and processing tools could naturally
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MIT Media Lab
integrate with quick note-taking applications where limited touchpad input precludes
such input. The Live Trace app demonstrates the effectiveness of gestural control
for head-mounted displays.
307. MugShots
Cindy Hsin-Liu Kao and Chris Schmandt
MugShots enables visual communication though everyday objects. We embed a
small display into a coffee mugan object with frequent daily use. Targeted for the
workplace, the mug transitions between different communication modes in public
and private spaces. In the private office space, the mug is an object for intimate
communication between remote friends; users receive emoticon stickers via the
display. When brought to a public area, the mug switches to a pre-selected image of
the user's choice, serving as a social catalyst to trigger conversations in public
spaces.
308. OnTheGo
NEW LISTING
309. Pintail
Misha Sra, Chris Schmandt
As mobile device screens continue to get smaller (smartwatches, head-mounted
devices like Google Glass), touch-based interactions with them become harder.
With OnTheGo, our goal is to complement touch- and voice-based input on these
devices by adding interactions through in-air gestures around the devices. Gestural
interactions are not only intuitive for certain situations where touch may be
cumbersome like running, skiing, or cooking, but are also convenient for things like
quick application and task management, certain types of navigation and interaction,
and simple inputs to applications.
Chris Schmandt and Sujoy Kumar Chowdhury
Pintail is a travel companion app for guided storytelling. It will start by capturing your
travel plan so that it can nudge you with personalized story-creation triggers at the
right context. Pintail would act as a work-in-progress scrapbook from the moment a
trip is planned. It will provide users the structure and tools for storytelling while
taking into account the short attention span of today's audience. Pintail would use
priming as a technique by showing the user what others feel or have drawn about
the places he or she is visiting. Some of the content of Pintail prompts would be
automatically collected from travel review sites. Users can then use the Pintail
story-creation tools to reflect and create their own stories. Pintail would also attempt
to balance between the story creation activity and the actual trip experience.
310. Spellbound
Misha Sra and Chris Schmandt
Spellbound is a mobile game that gets you outdoors. It explores the space between
physical sports and the fantastical worlds of video games as a place to create new
game dynamics around real-time mobile, social, and physically active digital play.
311. Spotz
Chris Schmandt and Misha Sra
Exploring your city is a great way to make friends, discover new places, find new
interests, and invent yourself. Spotz is an Android app where everyone collectively
defines the places they visit and the places in turn define them. Spotz allows you to
discover yourself by discovering places. You tag a spot and create some buzz for it;
if everyone agrees the spot is fun this bolsters your "fun" quotient. If everyone
agrees the spot is geeky it pushes up your "geeky" score. Thus emerges your
personal tag cloud. Follow tags to chance upon new places. Find people with similar
tag clouds as your own and experience new places together. Create buzz for your
favorite spots and track other buzz to find who has the #bestchocolatecake in town!
MIT Media Lab
October 2014
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312. techNailogy
NEW LISTING
Cindy Hsin-Liu Kao, Artem Dementyev, Chris Schmandt
techNailogy is a nail-mounted gestural input surface. Using capacitive sensing on
printed electrodes, the interface can distinguish on-nail finger swipe gestures with
high accuracy. techNailogy works in real time: we miniaturized the system to fit on
the fingernail, while wirelessly transmitting the sensor data to a mobile phone or PC.
techNailogy allows for one-handed and always-available input, while being
unobtrusive and discreet. Inspired by commercial nail stickers, the device blends
into the users body, is customizable, fashionable, and even removable. We show
example applications of using the device as a remote controller when hands are
busy and using the system to increase the input space of mobile phones.
Kevin Slavin: Playful Systems
Designing systems that become experiences to transcend utility and
usability.
313. Tools for
Super-Human Time
Perception
NEW LISTING
314. 20 Day Stranger
Kevin Slavin and Che-Wei Wang
Time perception is a fundamental component in our ability to build mental models of
our world. Without accurate and precise time perception, we might have trouble
understanding speech, fumble social interactions, have poor motor control,
hallucinate, or remember events incorrectly. Slight distortions in time perception are
commonplace and may lead to slight dyslexia, memory shifts, poor eye-hand
coordination and other relatively benign symptoms, but could a diminishing sense of
time signal the onset of a serious brain disorder? Could time perception training
help prevent or reverse brain disorders? This project is a series of experimental
tools built to assist and increase human time perception. By approaching
time-perception training from various perspectives, we hope to find a tool or
collection of tools to increase time perception, and in turn discover what an increase
in time perception might afford us.
Kevin Slavin, Julie Legault, Taylor Levy, Che-Wei Wang, Dalai Lama Center for
Ethics and Transformative Values and Tinsley Galyean
20 Day Stranger is a mobile app that creates an intimate and anonymous
connection between you and another person. For 20 days, you get continuous
updates about where they are, what they are doing, and eventually even how they
are feeling, and them likewise about you. But you will never know who this person
is. Does this change the way you think about other people you see through out your
day, anyone of which could be your stranger?
315. 32,768 Times Per
Second
Page 70
Kevin Slavin and Taylor Levy
The crystal oscillator inside a quartz wristwatch vibrates at 32,768 times per
second. This is too fast for a human to perceive, and even more difficult to imagine
its interaction with the mechanical circulation of a clock. 32,768 Times Per Second
is a diagrammatic, procedural, and fully functional sculpture of the
electro-mechanical landscape inside a common wristwatch. Through a series of
electronic transformations, the signal from a crystal is broken down over and over,
and then built back up to the human sense of time.
October 2014
MIT Media Lab
316. beneath the chip
NEW LISTING
317. Case and Molly
Kevin Slavin and Taylor Levy
Sculptural artifacts that model and reveal the embedded history of human thought
and scientific principles hidden inside banal digital technologies. These artifacts
provide alternative ways to engage and understand the deepest interior of our
everyday devices, below the circuit, below the chip. They build a sense of the
machines within the machine, the material, the grit of computation.
Gregory Borenstein
Case and Molly is a prototype for a game inspired by (and in homage to) William
Gibson's novel Neuromancer. It's about the coordination between virtual and
physical, "cyberspace" and "meat." We navigate the tension between our physical
surroundings and our digital networks in a state of continuous partial attention; Case
and Molly uses the mechanics and aesthetics of Neuromancer to explore this
quintessential contemporary dynamic. The game is played by two people mediated
by smartphones and an Oculus Rift VR headset. Together, and under time
pressure, they must navigate Molly through physical space using information that is
only available to Case. In the game, Case sees Molly's point of view in immersive
3D, but he can only communicate a single bit of information to her. Meanwhile,
Molly traverses physical obstacles hoping Case can solve abstract puzzles in order
to gain access to the information she needs.
318. Cordon Sanitaire
Kevin Slavin
Named for, and inspired by, the medieval practice of erecting barriers to prevent the
spread of disease, Cordon Sanitaire is a collaborative, location-based mobile game
in which players seek to isolate an infectious "patient zero" from the larger
population. Every day, the game starts abruptlysynchronizing all players at
onceand lasts for two minutes. In 60 seconds, players must choose either to help
form the front line of a quarantine, or remain passive. Under pressure, the
uninfected attempt to collaborate without communication, seeking to find the best
solution for the group. When those 60 seconds end, a certain number of players are
trapped inside with patient zero, and the score reflects the groups ability to
cooperate under duress.
319. DeepView:
Computational Tools
for Chess
Spectatorship
Gregory Borenstein, Kevin Slavin, and Maurice Ashley
320. Designing Immersive
Multi-Sensory Eating
Experiences
Kevin Slavin and Janice Wang
MIT Media Lab
Competitive chess is an exciting spectator sport. It is fast-paced, dynamic, and
deeply psychological. Unfortunately, most of the game's drama is only visible to
spectators who are themselves expert chess players. DeepView seeks to use
computational tools to make the drama of high-level chess accessible to novice
viewers. There is a long tradition of software trying to beat human players at chess;
DeepView takes advantage of algorithmic tools created in the development of
advanced chess engines such as Deep Blue, but instead uses them to understand
and explain the styles of individual players and the dynamics of a given match. It
puts into the hands of chess commentators powerful data science tools that can
calculate player position preferences and likely game outcomes, helping
commentators to better explain the exciting human story inside every match.
Food offers a rich multi-modal experience that can deeply affect emotion and
memory. We're interested in exploring the artistic and expressive potential of food
beyond mere nourishment, as a means of creating memorable experiences that
involve multiple senses. For instance, music can change our eating experience by
altering our emotions during the meal, or by evoking a specific time and place.
Similarly, sight, smell, and temperature can all be manipulated to combine with food
for expressive effect. In addition, by drawing upon people's physiology and
upbringing, we seek to create individual, meaningful sensory experiences.
Specifically, we are exploring the connection between music and flavor perception.
October 2014
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321. Dice++
NEW LISTING
322. EyeWire
Kevin Slavin and Jonathan Bobrow
Today, algorithms drive our cars, our economy, what we read, and how we play.
Modern-day computer games utilize weighted probabilities to make games more
competitive, fun, and addicting. In casinos, slot machinesonce a product of simple
probabilityemploy similar algorithms to keep players playing. Dice++ takes the
seemingly straight probability of rolling a die and determines an outcome with
algorithms of its own.
Sebastian Seung, Kevin Slavin, Gregory Borenstein, Taylor Levy, David
Robert, Che-Wei Wang and Seung Lab (MIT BCS)
The Seung Lab at MIT's Brain + Cognitive Sciences Department has developed
EyeWire, a game to map the brain. To date, it has attracted an online community of
over 50,000 "citizen neuroscientists" who are mapping the 3D structure of neurons
and discovering neural connections. Playful Systems is collaborating with the Seung
Lab to reconsider EyeWire as a large scale mass-appeal mobile game to attract
1MM players or more. We are currently developing mobile, collaborative game
mechanics, and shifting the focus to short-burst gameplay.
323. Homeostasis
NEW LISTING
324. MicroPsi: An
Architecture for
Motivated Cognition
NEW LISTING
325. radiO_o
Kevin Slavin, Kamal Farah, Julie Legault and Denis Bozic
A large-scale art installation that investigates the biological systems that represent
and embody human life, and their relationship to the built environment. This
synthetic organismbuilt from interconnected microbiological systemswill be
sustained in part through its own feedback and feedforward loops, but also through
interactions with the architectural systems (like HVAC). As the different systems
react and exchange material inputs and outputs, they move towards homeostasis.
In the process, Homeostasis creates a new landscape of the human body, in which
we can experience the wonder and vulnerability of its interconnected systems.
Joscha Bach
The MicroPsi project explores broad models of cognition, built on a motivational
system that gives rise to autonomous social and cognitive behaviors. MicroPsi
agents are grounded AI agents, with neuro-symbolic representations, affect,
top-down/bottom-up perception, and autonomous decision making. We are
interested in finding out how motivation informs social interaction (cooperation and
competition, communication and deception), learning. and playing; shapes
personality; and influences perception and creative problem solving.
Kevin Slavin, Mark Feldmeier, Taylor Levy, Daniel Novy and Che-Wei Wang
radiO_o is a battery-powered speaker worn by hundreds of party guests, turning
each person into a local mobile sound system. The radiO_o broadcast system
allows the DJ to transmit sounds over several pirate radio channels to mix sounds
between hundreds of speakers roaming around the space and the venues existing
sound system.
326. Soft Exchange:
Interaction Design
with Biological
Interfaces
NEW LISTING
Page 72
Kevin Slavin and Kamal Farah
The boundaries and fabric of human experience are continuously redefined by
microorganisms, interacting at an imperceptible scale. Though hidden, these
systems condition our bodies, environment, and even sensibilities and desires. The
proposed works introduce a model of interaction in which the microbiome is an
extension of the human sensory system, accessed through a series of biological
interfaces that enable exchange. Biological Interfaces transfer discrete behaviors of
microbes into information across scales, where it may be manipulated, even if
unseen. In the same way the field of HCI has articulated our exchanges with
electronic signals, Soft Exchange opens up the question of how to design for this
other invisible, though present, and vital material.
October 2014
MIT Media Lab
327. Storyboards
NEW LISTING
328. Valise: Microbial
Object of Desire
NEW LISTING
Sepandar Kamvar, Kevin Slavin, Jonathan Bobrow and Shantell Martin
Giving opaque technology a glass house. Storyboards present the tinkerers or
owners of electronic devices with stories of how their devices work. Just as the
circuit board is a story of star-crossed loversAnode and Cathodewith its cast of
characters (resistor, capacitor, transistor), Storyboards have their own characters
driving a parallel visual narrative.
Kevin Slavin and Julie Legault
Reimagined biology is exploring the limits of the known world with scientists and
researchers taking biotechnology and genetic engineering further, discovering
unimagined possibilities. Through this synthetic biology is a promise of
advancements in all fields, and the offer of new materials for designers,
technologists, and artists to explore. Due to our complex social and medical history
with microorganisms, acceptance for live-culture consumer products requires a shift
in public opinion. Valise, an object that allows direct interaction with microorganisms
to experiment with biology as material, will be produced to explore engineering
acceptance of biological systems as produced through reimagined biology. In
Valise, various inputs can be manipulated and created to yield tangible effects on a
live culture, resulting in experiential sensorial and visualised data in scenic and
graphical format for the user. As these slow interactions take place, the object can
exist as an evolving, living ornament.
Ethan Zuckerman: Civic Media
Creating, deploying, and evaluating tools and practices that foster civic
participation and the flow of information within and between communities.
329. "Make the Breast
Pump Not Suck!"
Hackathon
NEW LISTING
330. Action Path
Tal Achituv, Catherine D'Ignazio, Alexis Hope, Taylor Levy, Alexandra Metral,
Che-Wei Wang
In September 2014, 150 parents, engineers, designers, and healthcare practitioners
gathered at the MIT Media Lab for the "Make the Breast Pump Not Suck"
Hackathon. As one of the midwives at our first hackathon said, "Maternal health
lags behind other sectors for innovation." We are bringing together people from
diverse fields, sectors, and backgrounds to take a crack at making life better for
moms, babies, and new families.
Erhardt Graeff and Ethan Zuckerman
Action Path is location-based survey platform for Android smartphones that
crowdsources feedback from citizens in a way that fosters civic learning through
reflective political practice. Existing platforms for civic engagement, whether online
or offline, are inconvenient and disconnected from the source of issues they are
meant to address. They require that citizens leave the places they normally inhabit
physically or virtually and commit to a separate space and set of processes. Action
Path is designed to answer the challenge: How do you address barriers to effective
engagement in community projects, and ensure all citizens can have their voice
heard on how to improve their local communities? It does so by converting
individual actions into collective action and by providing context and a sense of
efficacy, which may help citizens become more effective through regular practice
and feedback.
MIT Media Lab
October 2014
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331. Call to Action
Sasha Costanza-Chock, Rodrigo Davies, Alex Goncalves, Tami Forrester and
Erica Deahl
Call to Action is an open-source web platform for creating telephone-based services
such as hotlines, voice petitions, and phone blogging. The platform, currently under
development, provides an easy-to-use graphical interface that enables the user to
plan the flow of calls, record custom audio, and make use of all the input and output
features offered by a regular telephone. The service requires no software
programming experience, and users can build a service in under half an hour.
332. Civic Crowdfunding
Research Project
Ethan Zuckerman and Rodrigo Davies
333. Codesign Toolkit
Sasha Costanza-Chock and Becky Hurwitz
The Civic Crowdfunding project is an initiative to collect data and advance social
research into the emerging field of civic crowdfundingthe use of online
crowdfunding platforms to provide services to communities. The project aims to
bring together folks from across disciplines and professionsfrom research and
government to the tech sector and community organizationsto talk about civic
crowdfunding and its benefits, challenges, and opportunities. It combines qualitative
and quantitative research methods, from analysis of the theory and history of
crowdfunding to fieldwork-based case studies and geographic analysis of the field.
Involving communities in the design process results in products that are more
responsive to a community's needs, more suited to accessibility and usability
concerns, and easier to adopt. Civic media tools, platforms, and research work best
when practitioners involve target communities at all stages of the processiterative
ideation, prototyping, testing, and evaluation. In the codesign process, communities
act as codesigners and participants, rather than mere consumers, end-users, test
subjects, or objects of study. In the Codesign Studio, students practice these
methods in a service learning project-based studio, focusing on collaborative design
of civic media with local partners. The Toolkit will enable more designers and
researchers to utilize the co-design process in their work by presenting current
theory and practices in a comprehensive, accessible manner.
Alumni Contributor: Molly Sauter
334. Controversy Mapper
Hal Roberts, Ethan Zuckerman, Rahul Bhargava, Erhardt Graeff, Matthew
Stempeck, Harvard's Berkman Center for Internet & Society and Yochai
Benkler
How does a media controversy become the only thing any of us talk about? Using
the Media Cloud platform, we're reverse-engineering major news stories to visualize
how ideas spread and media frames change over time, and whose voices dominate
a discussion. We've started with a case study of Trayvon Martin, a teenager shot
and killed in Florida. His story became major national news several weeks after his
death. We looked at attention paid through multiple media sources talking about
Trayvon: news and blog articles, broadcast television, tweets, Google search
trends, and petition signatures calling for his killer's arrest. Then, we dove into the
networks of interlinked articles, tracing how the framing of Trayvon's story changed
and identifying the most influential sources according to network structure. Analyses
of stories like Trayvon's provide a revealing portrait of today's complicated media
ecosystems.
335. Data Crowdsourcing
Ethan Zuckerman, Rahul Bhargava, Nathan Matias and Sophie Diehl
Passing On uses data from twenty years of New York Times stories about society's
heroes, leaders, and visionaries to crowdsource improvements to Wikipedia.
Obituaries reflect society's values for men's and women's achievements,
aspirations, and families. Passing On creates compelling stories about notable
women to inspire the public to contribute to Wikipedia.
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336. Data Therapy
Ethan Zuckerman and Rahul Bhargava
As part of our larger effort to build out a suite of tools for community organizers, we
are helping to build their capacity to do their own creative data visualization and
presentation. New computer-based tools are lowering the barriers of entry for
making engaging and creative presentations of data. Rather than encouraging
partnerships with epidemiologists, statisticians, or programmers, we see an
opportunity to build capacity within small community organizations by using these
new tools. This work involves workshops, webinars, and writing about how to pick
more creative ways to present their data stories.
337. Digital Humanitarian
Marketplace
Matthew Stempeck
338. Erase the Border
Catherine D'Ignazio
The Internet has disrupted the aid sector like so many other industries before it. In
times of crisis, donors are increasingly connecting directly with affected populations
to provide participatory aid. The Digital Humanitarian Marketplace aggregates these
digital volunteering projects, organizing them by crisis and skills required to help
coordinate this promising new space.
Erase the Border is a web campaign and voice petition platform. It tells the story of
the Tohono O'odham people, whose community has been divided along 75 miles of
the US-Mexico border by a fence. The border fence divides the community,
prevents tribe members from receiving critical health services, and subjects
O'odham to racism and discrimination. This platform is a pilot that we are using to
research the potential of voice and media petitions for civic discourse.
339. FOLD
NEW LISTING
340. Framework for
Consent Policies
NEW LISTING
341. HackathonFAQ
Alexis Hope, Kevin Hu
Imagine reading about the 2008 housing crisis without knowing what a mortgage is.
Jumping into complex news stories is difficult, particularly stories requiring historical
or technical context. We hypothesize that the feeling of frustration and inadequacy
that comes with not being able to understand the news causes readers to turn away
from specific pieces or entire stories. FOLD is an authoring and publishing platform
allowing storytellers to structure and contextualize their stories to make their work
more accessible. Authors can provide curated tangents to readers by integrating
contextual information from online sources or by reusing other authors context
blocks. Readers can progress through a story vertically to read the narrative, and
side-to-side to access these context blocks. We believe that FOLD can help readers
of all ages and backgrounds confidently engage with complex stories.
Willow Brugh
This checklist is designed to help projects that include an element of data collection
to develop appropriate consent policies and practices. The checklist can be
especially useful for projects using digital or mobile tools to collect, store, or publish
data, yet understand the importance of seeking the informed consent of individuals
involved (the data subjects). This checklist does not address the additional
considerations necessary when obtaining the consent of groups or communities,
nor how to approach consent in situations where there is no connection to the data
subject. This checklist is intended for use by project coordinators, and can ground
conversations with management and project staff in order to identify risks and
mitigation strategies during project design or implementation. It should ideally be
used with the input of data subjects.
Ethan Zuckerman, Willow Brugh and J Nathan Matias
Discourse on hackathons tends to emphasize projects and project creators rather
than the events as a social practice within existing communities. Hackathons have a
history as a community building method for education and creation. More recently,
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institutions have used hackathons to invite conversation and design with groups
affected by those institutions. This step towards broader participation is obfuscated
by stories that focus on the creation of products and the lucky geniuses whose work
is appropriated by institutions. Critiques of hackathons often accept the same
assumptions, focusing on high profile events, critiquing the small number of
sustained projects, and questioning hackathons as a form of entrepreneurial free
labor.
342. Mapping the Globe
Catherine D'Ignazio, Ethan Zuckerman and Ali Hashmi
Mapping the Globe is an interactive tool and map that helps us understand where
the Boston Globe directs its attention. Media attention mattersin quantity and
quality. It helps determine what we talk about as a public and how we talk about it.
Mapping the Globe tracks where the paper's attention goes and what that attention
looks like across different regional geographies in combination with diverse data
sets like population and income. Produced in partnership with the Boston Globe.
343. Media Cloud
Hal Roberts, Ethan Zuckerman and David LaRochelle
Media Cloud is a platform for studying media ecosystemsthe relationships between
professional and citizen media, between online and offline sources. By tracking
millions of stories published online or broadcast via television, the system allows
researchers to track the spread of memes, media framings, and the tone of
coverage of different stories. The platform is open source and open data, designed
to be a substrate for a wide range of communications research efforts. Media Cloud
is a collaboration between Civic Media and the Berkman Center for Internet and
Society at Harvard Law School.
344. Media Cloud Brazil
Ethan Zuckerman, Alexandre Gonçalves, Ronaldo Lemos, Carlos Affonso
Pereira de Souza, Hal Roberts, David Larochelle, Renato Souza, and Flavio
Coelho
Media Cloud is a system that facilitates massive content analysis of news on the
Web. Developed by the Berkman Center for Internet and Society at Harvard
University, Media Cloud already analyzes content in English and Russian. During
the last months, we have been working on support for Portuguese content. We
intend to analyze the online debate on the most controversial and politically hot
topics of the Brazilian Civil Rights Framework for the Internet, namely network
neutrality and copyright reform. At the same time, we are writing a step-by-step
guide to Media Cloud localization. In the near future, we will be able to compare
different media ecosystems around the world.
345. Media Meter
Ethan Zuckerman, J. Nathan Matias, Matt Stempeck, Rahul Bhargava and Dan
Schultz
What have you seen in the news this week? And what did you miss? Are you
getting the blend of local, international, political, and sports stories you desire?
Were building a media-tracking platform to empower you, the individual, and news
providers themselves, to see what youre getting and what youre missing in your
daily consumption and production of media. The first round of modules developed
for the platform allow you to compare the breakdown of news topics and byline
gender across multiple news sources.
346. Media Meter Focus
NEW LISTING
Muhammad Ali Hashmi
MediaMeter Focus shows global media attention focus mapping. What was
covered in the news this week? Did the issues you care about get the attention you
think they deserved? Did the media talk about these topics in the way you want
them to? The tool-set also shows news topics mapped against country locations.
Alumni Contributor: Catherine D'Ignazio
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347. NetStories
NEW LISTING
348. NewsPad
Ethan Zuckerman, Heather Craig, Adrienne Debigare and Dalia Othman
Recent years have witnessed a surge in online digital storytelling tools, enabling
users to more easily create engaging multimedia narratives. Increasing internet
access and powerful in-browser functionality have laid the foundation for the
proliferation of new online storytelling technologies, ranging from tools for creating
interactive online videos to tools for data visualization. While these tools may
contribute to diversification of online storytelling capacity, sifting through tools and
understanding their respective limitations and affordances poses a challenge to
storytellers. The NetStories research initiative explores emergent online storytelling
tools and strategies through a combination of analyzing tools, facilitating story-hack
days, and creating an online database of storytelling tools.
J. Nathan Matias, Andrés Monroy-Hernández
NewsPad is a collaborative article editor that empowers small communities to write
articles collaboratively through community sourcing, structured stories, and
distributed syndication.
349. NGO2.0
Jing Wang, Wang Yu, Sun Huan
NGO2.0 is a project grown out of the work of MIT's New Media Action Lab. The goal
of NGO2.0 is to strengthen the digital and social media literacy of Chinese
grassroots NGOs. Since 2009, the project has established collaborative
relationships with IT corporations, universities, and city based software developers
communities to advocate the development of a new brand of public interest sector
that utilizes new media and nonprofit technology to build a better society. NGO2.0
addresses three major need categories of grassroots NGOs: communication,
resources, and technology. Within each category, NGO2.0 developed and
implemented online and offline projects. These include: Web 2.0 training
workshops, a crowdsourced philanthropy map, news stories and videos for NGOs,
NGO-CSR Partnership Forum, online NGO self-evaluation and on-site NGO
participatory evaluation, database of Chinese NGOs, and online survey of Chinese
NGOs' internet usage.
350. Open Gender Tracker
Irene Ros, Adam Hyland, J. Nathan Matias and Ethan Zuckerman
Open Gender Tracker is a suite of open source tools and APIs that make it easy for
newsrooms and media monitors to collect metrics and gain a better understanding
of gender diversity in their publications and audiences. This project has been
created in partnership with Irene Ros of Bocoup, with funding from the Knight
Foundation.
351. Open Water Project
NEW LISTING
MIT Media Lab
Adrienne Debigare, Ethan Zuckerman, Heather Craig, Catherine D'Ignazio,
Don Blair and Public Lab Community
The Open Water Project aims to develop and curate a set of low-cost, open source
tools enabling communities everywhere to collect, interpret, and share their water
quality data. Traditional water monitoring uses expensive, proprietary technology,
severely limiting the scope and accessibility of water quality data. Homeowners
interested in testing well water, watershed managers concerned about fish
migration and health, and other groups could benefit from an open source,
inexpensive, accessible approach to water quality monitoring. We're developing
low-cost, open source hardware devices that will measure some of the most
common water quality parameters, using designs that makes it possible for anyone
to build, modify, and deploy water quality sensors in their own neighborhood.
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352. Out for Change:
Transformative Media
Organizing Project
Sasha Costanza-Chock, Becky Hurwitz, Heather Craig, Royal Morris, with
support from Rahul Bhargava, Ed Platt, Yu Wang
353. PageOneX
Ethan Zuckerman, Edward Platt, Rahul Bhargava and Pablo Rey Mazon
The Out for Change Transformative Media Organizing Project (OCTOP) links
LGBTQ, Two-Spirit, and allied media makers, online organizers, and tech-activists
across the United States. In 2013-2014, we are conducting a strengths/needs
assessment of the media and organizing capacity of the movement, as well as
offering a series of workshops and skillshares around transmedia organizing. The
project is guided by a core group of project partners and advisers who work with
LGBTQ and Two-Spirit folks. The project is supported by faculty and staff at the MIT
Center for Civic Media, Research Action Design and by the Ford Foundations
Advancing LGBT Rights Initiative.
Newspaper front pages are a key source of data about our media ecology.
Newsrooms spend massive time and effort deciding what stories make it to the front
page. PageOneX makes coding and visualizing newspaper front page content much
easier, democratizing access to newspaper attention data. Communication
researchers have analyzed newspaper front pages for decades, using slow,
laborious methods. PageOneX simplifies, digitizes, and distributes the process
across the net and makes it available for researchers, citizens, and activists.
354. Promise Tracker
Ethan Zuckerman, Rahul Bhargava, Alexis Hope, Jude Mwenda Ntabathia,
Chelsea Barabas, Heather Craig and Yu Wang
After an election, how can citizens hold leaders accountable for promises made
during the campaign season? We are exploring the role citizen monitoring can play
in holding elected leaders accountable for promises they make about infrastructure.
We are designing and piloting a tool called Promise Tracker in both the United
States and Brazil. Promise Tracker will allow citizens to see evidence documenting
the origin of a promise, collect data about the status of a promisefor example, going
to the location of a proposed health clinic and taking a photo of the siteand then
take action if the promise is not fulfilled. Actions can take many forms: citizens can
notify civic leaders of their concerns, approve of progress being made, join a recall
effort, or amplify a story about unfulfilled promises to journalists.
355. Sambaza Watts
Joe Paradiso, Ethan Zuckerman, Rahul Bhargava, Pragun Goyal, Alexis Hope
and Nathan Matias
We want to help people in nations where electric power is scarce to sell power to
their neighbors. Were designing a piece of prototype hardware that plugs into a
diesel generator or other power source, distributes the power to multiple outlets,
monitors how much power is used, and uses mobile payments to charge the
customer for the power consumed.
356. Student Legal
Services for
Innovation
Ethan Zuckerman and J Nathan Matias
357. Terra Incognita: 1000
Cities of the World
Catherine D'Ignazio, Ethan Zuckerman and Rahul Bhargava
Page 78
Should students be prosecuted for innovative projects at hackathons? In December,
four undergraduates associated with the Media Lab were subpoenaed by the New
Jersey Attorney General after winning a programming competition with a
bitcoin-related proof of concept. We're working with MIT administration and the
Electronic Frontier Foundation to support the students and establish legal support
for informal innovation and hackathons.
Terra Incognita is a global news game and recommendation system. Terra
Incognita helps you discover interesting news and personal connections to cities
that you haven't read about. Whereas many recommendation systems connect you
on the basis of "similarity", Terra Incognita connects you to information on the basis
October 2014
MIT Media Lab
of "serendipity". Each time you open the application, Terra Incognita shows you a
city that you have not yet read about and gives you options for reading about it.
Chelyabinsk (Russia), Hiroshima (Japan), Hagåtña (Guam) and Dhaka
(Bangladesh) are a few of the places where you might end up.
358. thanks.fm
J. Nathan Matias and Mitchel Resnick
Thanks.fm is a web platform for thanking and acknowledging your creative
collaborators. Add a project, acknowledge individuals, and embed
acknowledgments throughout the social web.
359. The Babbling Brook
Catherine D'Ignazio and Ethan Zuckerman
The Babbling Brook is an unnamed neighborhood creek in Waltham, MA, that winds
its way to the Charles River. With the help of networked sensors and real-time
processing, the brook constantly tweets about the status of its water quality,
including thoughts and bad jokes about its own environmental and ontological
condition. Currently, the Babbling Brook senses temperature and depth and
cross-references that information with real-time weather data to come up with
extremely bad comedy. Thanks to Brian Mayton, the Responsive Environments
group and Tidmarsh Farms' Living Observatory for their support.
360. The People's Bot
Ethan Zuckerman, J. Nathan Matias, Chelsea Barabas
Telepresent robots are often pitched as a technology to extend the influence of
those who already have money and power. We want to use robotic telepresence for
the public goodbroadening access, supporting public interest reporting, and funding
access initiatives.
361. VoIP Drupal
Leo Burd
VoIP Drupal is an innovative framework that brings the power of voice and
Internet-telephony to Drupal sites. It can be used to build hybrid applications that
combine regular touchtone phones, web, SMS, Twitter, IM and other
communication tools in a variety of ways, facilitating community outreach and
providing an online presence to those who are illiterate or do not have regular
access to computers. VoIP Drupal will change the way you interact with Drupal,
your phone, and the web.
362. Vojo.co
Alex Goncalves, Denise Cheng, Ethan Zuckerman, Rahul Bhargava, Sasha
Costanza-Chock, Rebecca Hurwitz, Edward Platt, Rodrigo Davies and Rogelio
Lopez
Vojo.co is a hosted mobile blogging platform that makes it easy for people to share
content to the web from mobile phones via voice calls, SMS, or MMS. Our goal is to
make it easier for people in low-income communities to participate in the digital
public sphere. You don't need a smart phone or an app to post blog entries or digital
stories to Vojoany phone will do. You don't even need Internet access: Vojo lets
you create an account via SMS and start posting right away. Vojo is powered by the
VozMob Drupal Distribution, a customized version of the popular free and open
source content management system that is being developed through an ongoing
codesign process by day laborers, household workers, and a diverse team from the
Institute of Popular Education of Southern California (IDEPSCA).
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October 2014
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363. What We Watch
Ethan Zuckerman, Rahul Bhargava and Edward Platt
More than a billion people a month visit YouTube to watch videos. Sometimes,
those billion people watch the same video. What We Watch is a browser for
trending YouTube videos. Some videos trend in a single country, and some find
regional audiences. Others spread across borders of language, culture, and nation
to reach a global audience. What We We watch lets us visualize and explore the
connections between countries based on their video viewing habits.
364. Whose Voices?
Twitter Citation in the
Media
Page 80
Ethan Zuckerman, Nathan Matias, Diyang Tang
Mainstream media increasingly quote social media sources for breaking news.
"Whose Voices" tracks who's getting quoted across topics, showing just how citizen
media sources are influencing international news reporting.
October 2014
MIT Media Lab