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Massachusetts Institute of Technology

Media Lab
Projects | May 2010

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. CE 2.0 Most of us are awash in consumer electronics (CE) devices: from cell phones, 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. Center for Future Banking This center explores how emerging technologies and insights into human behavior can transform the customers' experience and elevate the role of the bank in their financial lives. Researchers seek to invent new ways to anticipate the needs and desires of customers down to the level of the individual, to rethink the experience of bank-customer interactions as virtual and physical reality become increasingly intertwined, and finally to leverage the unique position of a bank to make people's lives simpler and more fulfilling. The Center brings together disciplines ranging from behavioral economics, to computer science, to urban design, in order to take a truly holistic approach to imagining and realizing new possibilities in banking. Its research spans a wide range of physical and social scales, from one-on-one interactions with customers, to new modes of global transactions. Center for Future Civic Media A joint effort between MIT's Media Lab and Comparative Media Studies Program, the Center for Future Civic Media creates technical and social systems for sharing, prioritizing, organizing, and acting on information. The Center uses the term civic media, rather than citizen journalism: civic media is any form of communication that strengthens the social bonds within a community or creates a strong sense of civic engagement among its residents. Civic media goes beyond news gathering and reporting: it ensures the diversity of inputs and mutual respect necessary for democratic deliberation. The Center for Future Civic Media is funded by a four-year grant from the Knight Foundation. Center for Future Storytelling Storytelling is fundamental to being human: it's how we share our experiences, learn from our past, and imagine our future. With the establishment of the Center for Future Storytelling, the Media Lab is rethinking what "storytelling" will be in the 21st century. The Center will take a dynamic new approach to storytelling, developing new creative methods, technologies, and learning programs that recognize and respond to the changing communications landscape. The Center will examine ways for transforming storytelling into social experiences, creating expressive tools for the audience and enabling people from all walks of life to embellish and integrate stories into their lives, making tomorrow's stories more interactive, creative, democratized, and improvisational. It will seek to bridge the real and the virtual, creating tools for both adults and children that allow stories to incorporate synthetic characters and actors, such as robots. It will also pioneer innovative imaging technologies, from new systems for movement capture, to "morphable" movie studios that allow one physical space to represent a variety of settings.

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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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), Andrew Lippman (Media Lab), and David P. Reed (Media Lab). Consumer Electronics Laboratory The Consumer Electronics Laboratory provides a unique research environment to explore ideas, make things, and innovate in new directions for consumer products and services. Research projects, which span the entire Media Lab and beyond, focus on: innovative materials and design/fabrication methods for them; new power technologies; new sensors, actuators, and displays; self-managing, incrementally and limitlessly scalable ecosystems of smart devices; cooperative wireless communications; co-evolution of devices and content; and user experience. An overarching theme that runs through all the work is the co-evolution of design principles and technological discoveries, resulting in simple, ubiquitous, easy- and delightful-to-use devices that know a great deal about one another, the world, and the people in their proximity. Digital Life Digital Life consortium activities engage virtually the entire faculty of the Media Lab around the theme of "open innovation." Researchers divide the topic into three areas: open communications, open knowledge, and open everything. The first explores the design and scalability of agile, grassroots communications systems that incorporate a growing understanding of emergent social behaviors in a digital world; the second considers a cognitive architecture that can support many features of "human intelligent thinking" and its expressive and economic use; and the third extends the idea of inclusive design to immersive, affective, and biological interfaces and actions. Social Health Living Laboratory Instead of building on a reactive health-care system centered around treating disease rather than preventing it, the Lab's Social Health Living Laboratory is focused on developing a proactive, social health system: a network of organizations and tools to give people the knowledge and support they need to maintain health, vitality, and happiness throughout their entire lives. This involves developing devices such as mobile phones that record our daily patterns, and smart exercise equipment that knows our personal patterns and life-style goals. This initiative integrates persuasive technologies, to help us make better decisions and adopt better behaviors; personal sensing, to increase our awareness of our bodies; personal collective intelligence, to collect knowledge from our peers; and socially aware computation and communication systems that are aware of us as social beings. Things That Think Things That Think, the Lab's largest consortium, is inventing the future of digitally augmented objects and environments. Toward this end, Things That Think researchers are developing sophisticated sensing and computational architectures for networks of everyday things; designing seamless interfaces that bridge the digital and physical worlds while meeting the human need for creative expression; and creating an understanding of context and affect that helps things "think" at a much deeper level. Things That Think projects under way at the Lab range from inventing the city car of the future to designing a prosthesis with the ability to help a person or machine read social-emotional cuesresearch that will create the technologies and tools to redefine the products and services of tomorrow.

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V. Michael Bove Jr.Object-Based Media ............................................................................................................................ 1 1. 2. 3. 4. 5. 6. 7. 8. Consumer Holo-Video ......................................................................................................................................................... Everything Tells a Story ....................................................................................................................................................... Guided-Wave Light Modulator ............................................................................................................................................. ShakeOnIt ............................................................................................................................................................................ SurroundVision .................................................................................................................................................................... The "Bar of Soap": Grasp-Based Interfaces ........................................................................................................................ uCom ................................................................................................................................................................................... Vision-Based Interfaces for Mobile Devices ........................................................................................................................ 1 1 1 1 1 1 2 2

Ed BoydenSynthetic Neurobiology .................................................................................................................................... 2 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. Cell-Type-Specific Optical Neuromodulation Interfaces ...................................................................................................... Internomics .......................................................................................................................................................................... Molecular Sensitizers for Optical Manipulation of Biological Systems ................................................................................. Non-Invasive, Focal, and Portable Brain Stimulators .......................................................................................................... Real-Time Data Mining ........................................................................................................................................................ Funk2: Causal Reflective Programming .............................................................................................................................. Gene Therapy Devices ........................................................................................................................................................ Marketing and the Placebo Effect ........................................................................................................................................ Moral Compass: A Model of Self-Conscious Learning ........................................................................................................ Principles of Controlling Neural Circuits .............................................................................................................................. 2 2 3 3 3 3 3 3 3 3

Cynthia BreazealPersonal Robots ...................................................................................................................................... 4 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. Crowdsourcing Human-Robot Interaction: Online Game to Study Collaborative Human Behavior ................................... Illustrated Primer .................................................................................................................................................................. MDS: Social Interaction Evaluation of Facial Expressions on Robots ................................................................................. Robot Teams for Disaster Response ................................................................................................................................... Squash-Stretch for a New Genre of Expressive Robots ...................................................................................................... Trans-Fiction(xF) Characters ............................................................................................................................................... AIDA: Affective Intelligent Driving Agent .............................................................................................................................. Dynamics of Initial Trust and Cooperation .......................................................................................................................... Huggable: A Robotic Companion for Long-Term Health Care, Education, and Communication ........................................ MeBot .................................................................................................................................................................................. Playing a Game with the MDS Robot .................................................................................................................................. Storytelling in the Preschool of Future ................................................................................................................................. 4 4 4 4 4 5 5 5 5 5 5 5

Leah BuechleyHigh-Low Tech ............................................................................................................................................ 5 31. 32. 33. 34. 35. 36. 37. 38. Fab FM ................................................................................................................................................................................ LilyPond ............................................................................................................................................................................... Living Wall ........................................................................................................................................................................... Paper Computing ................................................................................................................................................................. Textile Sensors .................................................................................................................................................................... Tilt-Sensing Quilt ................................................................................................................................................................. LilyPad Arduino .................................................................................................................................................................... Teardrop: Paint, Paper, and Programs ................................................................................................................................ 5 5 6 6 6 6 6 6

Chris CsikszentmihlyiComputing Culture ........................................................................................................................ 6 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. Boycott Toolkit ..................................................................................................................................................................... Exertion Music ..................................................................................................................................................................... ExtrACT ............................................................................................................................................................................... LostInBoston.org .................................................................................................................................................................. RedInk ................................................................................................................................................................................. Selectricity ........................................................................................................................................................................... Ambient Addition .................................................................................................................................................................. BrownBag Toolkit ................................................................................................................................................................. Cach .................................................................................................................................................................................. GoodApp .............................................................................................................................................................................. GroundTruth ........................................................................................................................................................................ Homeless Neighbors ........................................................................................................................................................... 6 7 7 7 7 7 7 7 8 8 8 8

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Landman Report Card ......................................................................................................................................................... News Positioning System .................................................................................................................................................... Virtual Gaza ......................................................................................................................................................................... VOIP Drupal ......................................................................................................................................................................... Watching the Watchers ........................................................................................................................................................ What's Up ............................................................................................................................................................................

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Hugh HerrBiomechatronics ................................................................................................................................................. 8 57. 58. 59. 60. 61. 62. 63. Control of Muscle-Actuated Systems via Electrical Stimulation ........................................................................................... Human Walking Models Applied to Prosthesis Control ....................................................................................................... Human Walking Neuromechanical Models .......................................................................................................................... Powered Ankle-Foot Prosthesis .......................................................................................................................................... Artificial Gastrocnemius ....................................................................................................................................................... Biomimetic Active Prosthesis for Above-Knee Amputees .................................................................................................. Human Walking Model Predicts Joint Mechanics, Electromyography, and Mechanical Economy ...................................... 8 9 9 9 9 9 9

Henry HoltzmanInformation Ecology ............................................................................................................................... 10 64. 65. 66. 67. 68. 69. 70. 71. 72. 73. 74. 75. 76. 77. 78. 79. 80. 81. 82. BiDi Screen ........................................................................................................................................................................ Home Fabratory ................................................................................................................................................................. Kairoscope: Social Time .................................................................................................................................................... Konbit ................................................................................................................................................................................. NeXtream: Social Television .............................................................................................................................................. Tableau .............................................................................................................................................................................. Takeover TV ...................................................................................................................................................................... The Glass Infrastructure .................................................................................................................................................... Twitter Weather ................................................................................................................................................................. Audiograph: Superhero Hearing ........................................................................................................................................ Constant Crit ...................................................................................................................................................................... Daydar: Framework for Socially Motivated Goal Fulfillment .............................................................................................. Glasses-Free HD3DTV ...................................................................................................................................................... InfoSmell: Smell Your Data ................................................................................................................................................ Proverbial Wallets .............................................................................................................................................................. Salvage .............................................................................................................................................................................. Shake4Action: Gestural Mobile Coordination .................................................................................................................... Social Garden .................................................................................................................................................................... Window Wallet ................................................................................................................................................................... 10 10 10 10 10 11 11 11 11 11 11 11 11 11 12 12 12 12 12

Hiroshi IshiiTangible Media ............................................................................................................................................... 12 83. 84. 85. 86. 87. 88. 89. 90. 91. 92. 93. 94. 95. 96. 97. 98. 99. 100. 101. 102. 103. 104. 105. Beyond: A Collapsible Input Device for 3D Direct Manipulation ........................................................................................ MirrorFugue ....................................................................................................................................................................... OnObject ............................................................................................................................................................................ PingPongPlusPlus ............................................................................................................................................................. Relief .................................................................................................................................................................................. Sourcemap ........................................................................................................................................................................ Video Play .......................................................................................................................................................................... AFK Cookset ...................................................................................................................................................................... Cost-Effective Wearable Sensor to Detect EMF ................................................................................................................ g-stalt ................................................................................................................................................................................. Gestural Interaction ........................................................................................................................................................... IdeaGarden ........................................................................................................................................................................ O-Link ................................................................................................................................................................................ Picture This! ....................................................................................................................................................................... Piezing ............................................................................................................................................................................... Psychohaptics .................................................................................................................................................................... Radical Atoms .................................................................................................................................................................... SandScape ........................................................................................................................................................................ Sensetable ......................................................................................................................................................................... Stress OutSourced ............................................................................................................................................................ Tangible Bits ...................................................................................................................................................................... Topobo ............................................................................................................................................................................... Trackmate .......................................................................................................................................................................... 12 12 12 12 13 13 13 13 13 13 13 13 13 13 13 13 13 13 14 14 14 14 14

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106. Wetpaint ............................................................................................................................................................................. 14 Joseph M. JacobsonMolecular Machines ........................................................................................................................ 14 107. GeneFab ............................................................................................................................................................................ 14 108. NanoFab ............................................................................................................................................................................ 14 Henry LiebermanSoftware Agents .................................................................................................................................... 14 109. 110. 111. 112. 113. 114. 115. 116. 117. 118. 119. 120. 121. 122. 123. 124. 125. 126. 127. 128. 129. 130. 131. 132. 133. 134. 135. 136. 137. 138. 139. 140. 141. Human Goal Network ........................................................................................................................................................ Luminoso: Understanding and Visualizing People's Opinions ........................................................................................... Not-So-Common Sense ..................................................................................................................................................... Raconteur: From Chat to Stories ....................................................................................................................................... Reusing Code by Reasoning about Its Purpose ................................................................................................................ Semantic Synesthesia ....................................................................................................................................................... Agent-Application Communication ..................................................................................................................................... Agents for Integrated Annotation and Retrieval of Images ................................................................................................ Blending and AnalogySpace .............................................................................................................................................. Collecting Common Sense ................................................................................................................................................ Common-Sense Investing ................................................................................................................................................. Common-Sense Reasoning for Interactive Applications ................................................................................................... Common-Sense Recommendations .................................................................................................................................. CommonConsensus: A Game for Collecting Commonsense Goals ................................................................................. ConceptNet ........................................................................................................................................................................ Divisi: Reasoning Over Semantic Relationships ................................................................................................................ E-Commerce When Things Go Wrong .............................................................................................................................. Emotus Ponens: Affective Story Understanding for Agents .............................................................................................. Goal-Oriented Interfaces for Consumer Electronics .......................................................................................................... Graphical Interfaces for Software Visualization and Debugging ........................................................................................ Intelligent Technical Documentation .................................................................................................................................. Learning Common Sense in a Second Language ............................................................................................................. MARCO: Mutual Disambiguation of Recognition Errors in a Multimodal Navigational Agent ............................................ Moral Compass: A Model of Self-Conscious Learning ...................................................................................................... Multi-Lingual ConceptNet .................................................................................................................................................. Multilingual Common Sense .............................................................................................................................................. Navigating in Very Large Display Spaces .......................................................................................................................... Open Mind Commons ........................................................................................................................................................ Programming in Natural Language .................................................................................................................................... Red Fish, Blue Fish ........................................................................................................................................................... Relational Analogies in Semantic Networks ...................................................................................................................... Storied Navigation ............................................................................................................................................................. TwitterMap ......................................................................................................................................................................... 14 15 15 15 15 15 15 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 16 17 17 17 17 17 17 17

Andrew Lippman and David P. ReedViral Communications .......................................................................................... 17 142. 143. 144. 145. 146. 147. 148. 149. 150. Barter: A Market-Incented Wisdom Exchange ................................................................................................................... Location Sharing in Large Indoor Environments ................................................................................................................ Meal Time .......................................................................................................................................................................... Pixel Infrastructures ........................................................................................................................................................... The Glass Infrastructure .................................................................................................................................................... Ego .................................................................................................................................................................................... Open Spaces ..................................................................................................................................................................... Social Menu ....................................................................................................................................................................... Social Saver ....................................................................................................................................................................... 17 17 17 18 18 18 18 18 18

Tod MachoverOpera of the Future .................................................................................................................................... 18 151. 152. 153. 154. 155. 156. 157. 158. Death and the Powers: Redefining Opera ......................................................................................................................... Disembodied Performance ................................................................................................................................................ Expressive Hand Rehab .................................................................................................................................................... Gestural Media Framework ............................................................................................................................................... Mobile Music Diagnostics: Targeting Alzheimer's Disease ................................................................................................ Musical Furniture ............................................................................................................................................................... Syncwalk ............................................................................................................................................................................ The Chandelier ..................................................................................................................................................................
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Hyperinstruments ............................................................................................................................................................... Hyperscore ........................................................................................................................................................................ Music, Mind, and Health .................................................................................................................................................... Musical Robotics ................................................................................................................................................................ Personal Opera .................................................................................................................................................................. Rumble .............................................................................................................................................................................. Skellig: A "Surround" Opera .............................................................................................................................................. Toy Symphony ................................................................................................................................................................... Vocal Augmentation and Manipulation Prosthesis (VAMP) ...............................................................................................

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Pattie MaesFluid Interfaces ............................................................................................................................................... 21 168. 169. 170. 171. 172. 173. 174. 175. 176. 177. 178. 179. 180. 181. 182. 183. 184. 185. 186. 187. 188. 189. 190. 191. 192. 193. 194. 195. 196. 197. 198. 199. 200. 201. 202. 203. 204. 205. 206. 207. 208. 209. 210. 211. 212. 213. 214. 215. 216. Cornucopia: Digital Gastronomy ........................................................................................................................................ Defuse ............................................................................................................................................................................... Face the Facts ................................................................................................................................................................... InterPlay: Full-Body Interaction Platform ........................................................................................................................... LuminAR ............................................................................................................................................................................ ReflectOns: Mental Prostheses for Self-Reflection ............................................................................................................ SixthSense ......................................................................................................................................................................... Aeropticon .......................................................................................................................................................................... Augmented Mirror .............................................................................................................................................................. BitBrush ............................................................................................................................................................................. Blossom ............................................................................................................................................................................. Compact Contract: Commitments Made Easier ................................................................................................................ Done: Reflective Personal Project Management ............................................................................................................... EyeFlect: Low-Cost Multi-Flash Gaze Estimation .............................................................................................................. Flexible Urban Display ....................................................................................................................................................... GovLove: Simplifying Government Data Retrieval and Manipulation ............................................................................... Inktuitive: An Intuitive Physical Design Workspace ........................................................................................................... ioMaterials ......................................................................................................................................................................... JotWatch: Instant Personal Note-Taking ........................................................................................................................... Konbit ................................................................................................................................................................................. Life in a Comic ................................................................................................................................................................... Light Piping Solar Panels ................................................................................................................................................... MemTable .......................................................................................................................................................................... Midas ................................................................................................................................................................................. Mouseless .......................................................................................................................................................................... Moving Portraits ................................................................................................................................................................. MTM "Little John" ............................................................................................................................................................... Personas ............................................................................................................................................................................ Pulp-Based Computing: A Framework for Building Computers Out of Paper ................................................................... Quickies: Intelligent Sticky Notes ....................................................................................................................................... ReachBand: An RFID Wristband ....................................................................................................................................... Relational Pillow ................................................................................................................................................................ Remnant: Handwriting Memory Card ................................................................................................................................ Shutters: A Permeable Surface for Environmental Control and Communication .............................................................. Siftables: Physical Interaction with Digital Media ............................................................................................................... SoundForms ...................................................................................................................................................................... SpaceMarks: Brain Offloading through Spatial Thinking ................................................................................................... SpendTrend: Reflecting on Spending Habits ..................................................................................................................... Spotlight ............................................................................................................................................................................. Sprout I/O: A Texturally Rich Interface .............................................................................................................................. subTextile: A Construction Kit for Computationally Enabled Textiles ................................................................................ Surflex: A Shape-Changing Surface .................................................................................................................................. TaPuMa: Tangible Public Map ........................................................................................................................................... Theme Stream: Visualizing Complex Time-Based Information ......................................................................................... thirdEye .............................................................................................................................................................................. Transitive Materials: Towards an Integrated Approach to Material Technology ................................................................ Watt Watcher ..................................................................................................................................................................... What If the World Were Your n Facebook Friends? .......................................................................................................... What Would They Think? .................................................................................................................................................. 21 21 21 21 21 22 22 22 22 22 22 22 22 22 22 22 22 22 22 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 23 24 24 24 24 24 24 24 24

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William J. MitchellSmart Cities .......................................................................................................................................... 24 217. 218. 219. 220. 221. 222. 223. 224. 225. 226. 227. 228. 229. 230. 231. 232. 233. 234. 235. 236. 237. CityCar ............................................................................................................................................................................... GreenWheel Electric Bicycle ............................................................................................................................................. Liberated Pixels ................................................................................................................................................................. Mobility on Demand ........................................................................................................................................................... Mobility on Demand: A Market Economy of Trips .............................................................................................................. New Object Studio ............................................................................................................................................................. RoboScooter with SYM and ITRI ....................................................................................................................................... Wheel Robots .................................................................................................................................................................... 3DprintedClock .................................................................................................................................................................. Animated Playground Props .............................................................................................................................................. Architectural Machines ...................................................................................................................................................... Augmented Street Light ..................................................................................................................................................... Building Blocks in the Mass-Customized Era .................................................................................................................... Car in the City .................................................................................................................................................................... Chameleon Guitar: Physical Heart in a Virtual Body ......................................................................................................... CityCar Chassis ................................................................................................................................................................. CityCar Folding Chassis ................................................................................................................................................... Cornucopia: Digital Gastronomy ........................................................................................................................................ Hiriko CityCar with Denokinn ............................................................................................................................................. Light.Bodies ....................................................................................................................................................................... plywoodServo .................................................................................................................................................................... 24 25 25 25 25 26 26 26 26 26 26 26 26 26 26 27 27 27 27 27 27

Frank MossNew Media Medicine ....................................................................................................................................... 27 238. 239. 240. 241. 242. 243. 244. 245. 246. 247. CollaboRhythm .................................................................................................................................................................. Collective Discovery .......................................................................................................................................................... ForgetAboutIT? .................................................................................................................................................................. HealthMap ......................................................................................................................................................................... HealthMap iPhone App: Outbreaks Near Me .................................................................................................................... LAMsight: A Data-Driven Disease Community ................................................................................................................. Oovit PT ............................................................................................................................................................................. Awaken .............................................................................................................................................................................. I'm Listening ....................................................................................................................................................................... WeightMate ........................................................................................................................................................................ 27 27 28 28 28 28 28 29 29 29

Joseph ParadisoResponsive Environments .................................................................................................................... 29 248. 249. 250. 251. 252. 253. 254. 255. 256. 257. 258. Boxie the Robot: Interactive Physical Agents for Story Gathering ..................................................................................... DoppelLab ......................................................................................................................................................................... Dynamic Video Layers for Privacy-Preserving "Opt-In" Media Services ........................................................................... Feedback Controlled Solid State Lighting .......................................................................................................................... Lab-Wide and Wearable Sensor and Video Network ........................................................................................................ Moral Compass: A Model of Self-Conscious Learning ...................................................................................................... Wearable, Wireless Sensor System for Sports Medicine and Interactive Media ............................................................... Dense, Low-Power Environmental Monitoring for Smart Energy Profiling ........................................................................ Funk2: Causal Reflective Programming ............................................................................................................................ Interaction with Ubiquitous Dynamically Responsive Media .............................................................................................. Ubiquitous Sensor Network Navigator and Media Explorer ............................................................................................... 29 29 29 30 30 30 30 30 30 31 31

Alex (Sandy) PentlandHuman Dynamics ......................................................................................................................... 31 259. 260. 261. 262. 263. 264. 265. Awaken .............................................................................................................................................................................. Meeting Mediator ............................................................................................................................................................... Reality Mining .................................................................................................................................................................... Sensible Organizations ...................................................................................................................................................... Social Evolution ................................................................................................................................................................. WeightMate ........................................................................................................................................................................ Economic Decision-Making in the Wild .............................................................................................................................. 31 31 31 31 32 32 32

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Rosalind W. PicardAffective Computing .......................................................................................................................... 32 266. 267. 268. 269. 270. 271. 272. 273. 274. 275. 276. 277. 278. 279. 280. 281. 282. 283. 284. 285. 286. 287. 288. Affective-Cognitive Product Evaluation and Prediction of Customer Decisions ................................................................ Cardiocam ......................................................................................................................................................................... Emotion Communication in Autism .................................................................................................................................... FaceSense: Affective-Cognitive State Inference from Facial Video .................................................................................. iCalm (TM): Comfortable, Wearable, Wireless Bio-Sensing .............................................................................................. Objective Self: Understanding Internal Responses ........................................................................................................... Passive Wireless Heart-Rate Sensor ................................................................................................................................ Affect as Index ................................................................................................................................................................... Affect Valence Recognition From Facial Expressions ....................................................................................................... Affective-Cognitive Framework for Machine Learning and Decision Making ..................................................................... Auditory Desensitization Games ........................................................................................................................................ Embedding Special Interests Into Computer-Mediated Interventions ................................................................................ Emotional-Social Intelligence Toolkit ................................................................................................................................. Evaluation Tool for Recognition of Social-Emotional Expressions from Facial-Head Movements .................................... Externalization Toolkit ........................................................................................................................................................ Frame It ............................................................................................................................................................................. Gestural Control of Guitar Audio Effects ............................................................................................................................ Girls Involved in Real-Life Sharing .................................................................................................................................... Health Interventions Using Mobile Phones ........................................................................................................................ Heartphones ...................................................................................................................................................................... Infant Monitoring and Communication ............................................................................................................................... Machine Learning and Pattern Recognition with Multiple Modalities ................................................................................. Sensor-Enabled Measurement of Stereotypy and Arousal in Individuals with Autism ...................................................... 32 32 33 33 33 33 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34 34

Ramesh RaskarCamera Culture ........................................................................................................................................ 35 289. 290. 291. 292. 293. 294. 295. 296. 297. 298. Bokode: Imperceptible Visual Tags for Camera-Based Interaction from a Distance ......................................................... Coded Computational Photography ................................................................................................................................... Femtosecond Transient Imaging ....................................................................................................................................... Glasses-Free HD3DTV ...................................................................................................................................................... LensChat: Sharing Photos with Strangers ......................................................................................................................... Theory Unifying Ray and Wavefront Lightfield Propagation .............................................................................................. Community Photography ................................................................................................................................................... Second Skin: Optical Motion Capture with Actuated Feedback ........................................................................................ Shield Field Imaging .......................................................................................................................................................... Vision on Tap ..................................................................................................................................................................... 35 35 35 35 35 36 36 36 36 36

Mitchel ResnickLifelong Kindergarten ............................................................................................................................. 36 299. 300. 301. 302. 303. 304. 305. 306. 307. 308. 309. 310. 311. 312. 313. 314. 315. 316. 317. 318. 319. Computer Clubhouse ......................................................................................................................................................... Drawdio .............................................................................................................................................................................. Hook-Ups ........................................................................................................................................................................... Scratch ............................................................................................................................................................................... ScratchEd .......................................................................................................................................................................... Singing Fingers .................................................................................................................................................................. Color Code ......................................................................................................................................................................... Computer Clubhouse Village ............................................................................................................................................. Computer Crafting ............................................................................................................................................................. DesignBlocks ..................................................................................................................................................................... Glowdoodle ........................................................................................................................................................................ Jots .................................................................................................................................................................................... Mobile Scratch ................................................................................................................................................................... Say What?! ........................................................................................................................................................................ Scratch Board .................................................................................................................................................................... Scratch Day ....................................................................................................................................................................... Scratch for Computer Science ........................................................................................................................................... Scratch Worlds .................................................................................................................................................................. ScratchR ............................................................................................................................................................................ Twinkle ............................................................................................................................................................................... What's Up .......................................................................................................................................................................... 36 36 37 37 37 37 37 37 37 37 37 37 38 38 38 38 38 38 38 38 38

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Deb RoyCognitive Machines ............................................................................................................................................. 38 320. 321. 322. 323. 324. 325. 326. 327. 328. 329. 330. 331. 332. 333. 334. Behavior Capture from Thousands of People Online ........................................................................................................ Connected Strangers: Manipulating Social Perceptions to Study Trust ............................................................................ Gestalt Video Analyzer ...................................................................................................................................................... Grounding Spatial Language for Video Retrieval and Robotic Direction Following ........................................................... HouseFly: Immersive Video Browsing and Data Visualization .......................................................................................... Speech Interaction Analysis for the Human Speechome Project ...................................................................................... Speechome Recorder for the Study of Child Development Disorders ............................................................................... Speechome Video for Retail Analysis ................................................................................................................................ Study of Child Language Acquisition in the Human Speechome Project ......................................................................... BlitzScribe: Speech Analysis for the Human Speechome Project ..................................................................................... Collective Discovery .......................................................................................................................................................... Data-Driven Architectural Design ...................................................................................................................................... Human Speechome Project ............................................................................................................................................... Internomics ........................................................................................................................................................................ TrackMarks: Semi-Automatic Video Annotation ................................................................................................................ 38 38 38 39 39 39 39 40 40 40 40 40 40 40 40

Chris SchmandtSpeech + Mobility .................................................................................................................................... 40 335. 336. 337. 338. 339. 340. 341. 342. 343. 344. 345. Back-Talk ........................................................................................................................................................................... Guiding Light ...................................................................................................................................................................... Merry Miser ........................................................................................................................................................................ Tin Can .............................................................................................................................................................................. Wish You Were Here ......................................................................................................................................................... Conch ................................................................................................................................................................................ Flickr This .......................................................................................................................................................................... Going My Way ................................................................................................................................................................... My Second-Bike ................................................................................................................................................................. Presentation Spaces .......................................................................................................................................................... Sharemote: Collaborative TV ............................................................................................................................................. 40 41 41 41 41 41 41 41 41 41 42

David SmallDesign Ecology .............................................................................................................................................. 42 346. 347. 348. 349. 350. 351. Cartagen ............................................................................................................................................................................ Face the Facts ................................................................................................................................................................... Kaleido: Idiosyncractic Graphical Interfaces for Software Development ........................................................................... What If the World Were Your n Facebook Friends? .......................................................................................................... Daydar: Framework for Socially Motivated Goal Fulfillment .............................................................................................. Grassroots Mapping with Balloons and Kites .................................................................................................................... 42 42 42 42 43 43

Barry VercoeMusic, Mind and Machine ............................................................................................................................ 43 352. 353. 354. 355. 356. 357. 358. Musicpainter ...................................................................................................................................................................... Musicscape ........................................................................................................................................................................ Perceptual Sound Design .................................................................................................................................................. Prediction and Intention in Network Music Performance ................................................................................................... Radio-ish Media Player ...................................................................................................................................................... Speaker Identification of Marine Mammals ........................................................................................................................ Audio Spotlight ................................................................................................................................................................... 43 43 43 43 44 44 44

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V. Michael Bove Jr.Object-Based Media


How to create communication systems that gain an understanding of the content they carry and use it to make richer connections among users.

1.

Consumer Holo-Video
CENTER FOR FUTURE STORYTELLING

V. Michael Bove Jr., James Barabas, Daniel Smalley and Quinn Smithwick 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 entertainment, engineering, or medical imaging. To date, we have demonstrated the fast rendering of holo-video images 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. V. Michael Bove Jr., David Cranor and Edwina Portocarrero 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. V. Michael Bove Jr., Daniel Smalley and Quinn Smithwick 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. V. Michael Bove Jr. and David Cranor 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 shared access to restricted information, and a doorknob that recognizes the grasp of a user and becomes operational if the person attempting to use it is authorized to do so. 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. V. Michael Bove Jr. and Brandon Taylor 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.

2.

Everything Tells a Story


CENTER FOR FUTURE STORYTELLING

3.

Guided-Wave Light Modulator

4.

ShakeOnIt
CENTER FOR FUTURE STORYTELLING NEW LISTING

5.

SurroundVision
CENTER FOR FUTURE STORYTELLING

6.

The "Bar of Soap": Grasp-Based Interfaces

MIT Media Lab

May 2010

Page 1

7.

uCom

V. Michael Bove Jr. and James D. Barabas uCom (the "u" stands for "ubiquitous") is a follow-on to our iCom (Media Lab/Media Lab Europe, 1999) system for connecting architectural spaces to enable collaboration by distributed groups. uCom takes advantage of input/output resources (e.g., displays, cameras, speakers, sensors) already in place; it is not restricted to one "window" in one location, but rather creates multiple video and audio portals between the spaces; it scales in richness as the number of input and output devices increase; and it has both a real-world and a virtual-world presence. The virtual-world model can be accessed by users in other places, or for replay of past events. uCom also enables the aggregating of sensor data to allow processes to draw higher-level inferences (e.g., for understanding the actions of the community of users), monitoring individual users (e.g., for health or disability reasons), or augmenting the space with additional virtual information. Alumni Contributor: Ana Luisa Santos
Additional Object-Based Media projects For full descriptions, visit: http://www.media.mit.edu/research/25

CENTER FOR FUTURE STORYTELLING

8.

Vision-Based Interfaces for Mobile Devices


V. Michael Bove Jr. and Santiago Alfaro

Ed BoydenSynthetic Neurobiology
How to engineer intelligent neurotechnologies to repair pathology, augment cognition, and reveal insights into the human condition.

9.

Cell-Type-Specific Optical Neuromodulation Interfaces

Ed Boyden, Brian Allen, Jacob Bernstein, Jeremy Chang, Alexander Guerra, Xue Han, Emily Ko, Ashutosh Singhal, Christian Wentz and Anthony Zorzos Neural stimulation hardware has traditionally been either electrical or magnetic in nature. Our lab has recently developed optogenetic molecular methods for making neurons able to be activated or silenced by multiple colors of light. We are engineering optical hardware systems for targetedly stimulating and inactivating neurons precisely, from one to many at a time, with complex spatiotemporal patterns, even in dense tissue in the living brain. Our goal is to find ways to cure intractable psychiatric and neurological disorders. Ed Boyden, Dan Ariely, Deb Roy, Nathan Greenslit, Sheng-Ying (Aithne) Pao, Coco Krumme, Deborah Egloff and James Barabas How do high-level cognitive functions emerge from primitive neural computations to mediate complex human behavior? We are developing precise, focal ways of investigating phenomena such as trust and risk-taking, in order to understand how they play roles in purchasing, decision-making, social interaction, and other real-world scenarios. Alumni Contributors: Barbara Barry, Marko Popovic, Jessica Schirmer and Rebecca L. Waber

10.

Internomics

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May 2010

MIT Media Lab

11.

Molecular Sensitizers for Optical Manipulation of Biological Systems

Ed Boyden, Brian Chow, Amy Chuong, Alison Dobry, Xue Han, Nathan Klapoetke, Tania Morimoto, Daniel Schmidt, Aimei Yang, Mingjie Li and Xiaofeng Qian We have engineered molecular sensitizers that make genetically specified neurons that can be activated by pulses of blue light, and silenced by pulses of yellow light. This revolutionary technology enables us to reprogram neural networks at the millisecond timescale, opening up the systematic analysis and engineering of the brain, as well as completely novel methods of therapy. We are now developing new and improved molecules and pursuing pre-clinical translational testing. Ed Boyden, Leah Acker, Mike Henninger, Gilberto Abram and Azadeh Moini Despite use in treating depression, and promise in treating stroke, Parkinson's, tinnitus, and other disorders, non-invasive brain stimulation technology is bulky, power-hungry, non-focal, and requires precision alignment with neural structures. We are applying modern engineering techniques to create a portable, focal, non-invasive brain stimulator that will enable a new platform for therapeutic neuromodulation. Ed Boyden, Brian Allen and Doug Fritz Complex datasuch as neurophysiological recordings, or measures of human behavior, Internet, and general network dataare extremely difficult to analyze because of the dynamic nature of the high-dimensional set of interacting processes that generates the data. Accordingly, traditional statistical and data analysis methodsclustering, correlation, and so forthcan rarely create models sophisticated enough to explain the data without trying to explain noise, demanding astronomically sized datasets, or requiring enormous amounts of hand-tuning by insightful labor. We propose to design and develop a system that continuously generates novel data-modeling hypotheses and evaluates them in real time, testing models of ever-increasing complexity on data as it comes in. Alumni Contributor: Al Strelzoff
Additional Synthetic Neurobiology projects For full descriptions, visit: http://www.media.mit.edu/research/2129

12.

Non-Invasive, Focal, and Portable Brain Stimulators

13.

Real-Time Data Mining

14. 15. 16. 17.

Funk2: Causal Reflective Programming


Marvin Minsky, Joe Paradiso and Bo Morgan

Gene Therapy Devices


Ed Boyden, Jacob Bernstein and Stephanie Chan

Marketing and the Placebo Effect


Dan Ariely and Nathan Greenslit

Moral Compass: A Model of Self-Conscious Learning


Ed Boyden, Henry Lieberman, Marvin Minsky, Joe Paradiso and Bo Morgan

18.

Principles of Controlling Neural Circuits


Ed Boyden, Leah Acker, Claire Ahn, Brian Allen, Rachel Bandler, Michael Baratta, Jacob Bernstein, Gary Brenner, Giovanni Talei Franzesi, Vinay Gidwaney, Alexander Guerra, Xue Han, Mike Henninger, Kyungman Kim, Emily Ko, Sonya Makhni and Patrick Monahan

MIT Media Lab

May 2010

Page 3

Cynthia BreazealPersonal Robots


How to build social robots that interact, collaborate, and learn with people as partners.

19.

Crowdsourcing Human-Robot Interaction: Online Game to Study Collaborative Human Behavior


NEW LISTING

Cynthia Breazeal, Jason Alonso and Sonia Chernova Many new applications for robots require them to work alongside people as capable members of human-robot teams. We have developed Mars Escape, a two-player online game designed to study how humans engage in teamwork, coordination, and interaction. Data gathered from hundreds of online games is being used to develop computational models of human collaborative behavior in order to create an autonomous robot capable of acting as a reliable human teammate. In the summer of 2010, we will recreate the Mars Escape game in real life at the Boston Museum of Science and invite museum visitors to perform collaborative tasks together with the autonomous MDS robot Nexi. Cynthia Breazeal and Angela Chang The Illustrated Primer is an interactive storybook for parents and children to explore and read together. The Illustrated Primer is designed to allow emergent readers to explore actively, via experiment, the abstract relationship between printed words and their meanings, even before this relationship is properly understood. Cynthia Breazeal, Jun Ki Lee and Jesse Gray The fusion of "intelligence" and "gentleness" is the foundation of Toyota's partner robot project. Currently, Toyota is focused on enhancing the interactive partner robot experience, for example, for patients in hospitals. "Social graces"the ability of a partner robot to interact with a person in a socially skillful and pleasant manner that is likeable and engagingis fundamental to the realization of human and partner robot coexistence. To this end, Toyota has proposed a collaborative research initiative with the Media Lab to examine how the expressive face and neck movements of a partner robot contribute to a human's perception of the "social graces" of a robot using the Media Lab's MDS platform. Alumni Contributor: Michael Steven Siegel

20.

Illustrated Primer
CENTER FOR FUTURE STORYTELLING

21.

MDS: Social Interaction Evaluation of Facial Expressions on Robots

22.

Robot Teams for Disaster Response

Cynthia Breazeal, Philipp Robbel and Kenton Williams We are demonstrating how a heterogeneous group of robots (MDS and helicopters) can be used as a first disaster response before human teams enter the perimeter. The goal is to have robots engage in the search for victims, build a map of the environment, and report back through a wireless link to human operators at a safe distance. Information collected by the robots is displayed on a remote operator interface in real time so that human personnel can easily create new tasks that reflect the state of the environment. In addition to this semi-autonomous implementation under human supervision, we will demonstrate a completely autonomous search for victims using both ground and air robots, incorporating novel tasking and planning algorithms. Cynthia Breazeal and Ryan Wistort Tofu is a robot designed to create what is known in the animation world as the illusion of life, by leveraging design principles from 2D animation and cognitive psychology. Through use of actuation and display technologies, these robot design principles have been applied to create incredibly low-cost and expressive robot characters. To further explore these robots as expressive characters, we are examining their use as a storytelling medium. By combining elements of robot puppetry and autonomous robot agents, we aim to create a storytelling medium that enables children to create engaging stories within a constructivist-learning environment.

23.

Squash-Stretch for a New Genre of Expressive Robots

Page 4

May 2010

MIT Media Lab

24.

Trans-Fiction(xF) Characters
CENTER FOR FUTURE STORYTELLING

Cynthia Breazeal and David Robert Trans-Fiction (xF) characters promote new levels of bi-directional interactivity. This project is an exploration of new ways both to bring fantasy into the real world, and vice versa.
Additional Personal Robots projects For full descriptions, visit: http://www.media.mit.edu/research/53

25. 26.

AIDA: Affective Intelligent Driving Agent


Mikey Siegel and Cynthia Breazeal

Dynamics of Initial Trust and Cooperation


Cynthia Breazeal and Jin Joo Lee in conjunction with Northeastern University and Cornell University

CENTER FOR FUTURE STORYTELLING

27.

Huggable: A Robotic Companion for Long-Term Health Care, Education, and Communication
Cynthia Breazeal, Walter Dan Stiehl, Robert Toscano, Jun Ki Lee, Heather Knight, Sigurdur Orn Adalgeirsson, Jeff Lieberman and Jesse Gray

28.
CENTER FOR FUTURE STORYTELLING

MeBot
Cynthia Breazeal, Sigurdur Orn Adalgeirsson and Nancy Foen

29.

Playing a Game with the MDS Robot


Cynthia Breazeal, Jason Alonso, Sonia Chernova, Jesse Gray, Jin Joo Lee, Philipp Robbel and Kenton Williams

CENTER FOR FUTURE STORYTELLING

30.

Storytelling in the Preschool of Future


Ryan Wistort

Leah BuechleyHigh-Low Tech


How to engage diverse audiences in creating their own technology by situating computation in new contexts and building tools to democratize engineering.

31.

Fab FM
NEW LISTING

David Mellis and Dana Gordon Fab FM explores the possibilities for personal fabrication of consumer electronic devices. It is a wood- and fabric-cased FM radio that can be manufactured in small volumes by an individual with access to a laser cutter. Each radio can be customized with materials (e.g., wood or fabric) provided by the customer. Because the radio can be produced from its digital design files using minimal infrastructure, it offers a diverse set of possible business models and distribution schemes. For example, radios could be sold as kits to be assembled by the customer, or produced by individuals in many different cities. Emily Lovell, Leah Buechley, Kanjun Qiu and Linda Delafuente LilyPond is a budding e-textile Web community that fosters creative collaboration through the sharing of personal projects. Home to a growing repository of skill- and project-based tutorials, LilyPond provides support for young adults who want to design and create soft, interactive circuits with the LilyPad Arduino toolkit.

32.

LilyPond
NEW LISTING

MIT Media Lab

May 2010

Page 5

33.

Living Wall

Leah Buechley, TungShen Chew, Bonifaz Kaufmann, Emily Lovell, David Mellis, Hannah Perner-Wilson and Jie Qi Run your hand across this wallpaper to turn on a lamp, play music, or control your toaster. This project experiments with interactive wallpaper that can be programmed to monitor its environment, control lighting and sound, and generally serve as a beautiful and unobtrusive way to enrich environments with computational capabilities. The wallpaper itself is flat, constructed entirely from paper and paint. The paper is paired with magnetic electronic modules that serve as sensors, lamps, network interfaces, and interactive decorations.

34.

Paper Computing

Leah Buechley What interfaces might we build if we could sketch functional systems directly on paper? What will circuits look like when they are painted or drawn instead of etched or machined? To explore the potential of paper-based computing, we have developed a construction kit of magnetic electronic modules that snap onto sketches made with conductive and magnetic paints. We are currently using these materials to explore sketch-able user interfaces, interactive architectural installations, and educational opportunities in electronics and digital art.

35.

Textile Sensors
NEW LISTING

Leah Buechley and Hannah Perner-Wilson We are exploring ways to build sensors using a variety of crafting and needlework techniques, using affordable and available materials such as conductive threads, yarns, fabrics, and paints. These materials are used to sew, knit, crochet, embroider, and laminate, creating a range of textile-based sensors. Hannah Perner-Wilson This shape-sensing quilt consists of a communicating grid of textile tilt sensors. It showcases the wide variety of techniques we have developed for constructing fabric-based sensors and circuits.
Additional High-Low Tech projects For full descriptions, visit: http://www.media.mit.edu/research/2449

36.

Tilt-Sensing Quilt

37. 38.

LilyPad Arduino
Leah Buechley

Teardrop: Paint, Paper, and Programs


Leah Buechley, TungShen Chew, Hannah Perner-Wilson, Emily Lovell, David Mellis and Bonifaz Kaufmann

Chris CsikszentmihlyiComputing Culture


How artists and engineers can refigure technology for the full range of human experience.

39.

Boycott Toolkit
NEW LISTING

Chris Csikszentmihlyi and Josh Levinger The Boycott Toolkit provides tools for consumers to organize collective economic action. Users can learn about the politics behind everyday companies and products, pledge to join a campaign, and share information with their friends through social networks.

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May 2010

MIT Media Lab

40.

Exertion Music

Noah Vawter Are electronic instruments that generate their own power better than those that don't? Can acoustic and electronic musical instruments be successfully merged? Can the movement of the sound generation be tightly coupled to the power generation, as opposed to merely modulating a large power reserve, as in traditional instruments? What useful musical artifacts/affordances can be created through this technology?

41.

ExtrACT

Daniel Ring and Christina Xu ExtrAct, a set of Internet-based databasing, mapping, and communications technologies for communities impacted by natural gas development, is a novel platform for community education and civic action. Its objective is to create and distribute open-source, Web-based tools for mapping, analyzing, and intervening in this industry based on supplementing data obtained from state and federal agencies with user-generated reports, complaints, and experiences. All of these tools, though accessible individually, will share information through a unified database. Because these tools will serve both urban and rural populations, we are also developing innovative paper and phone interfaces to the Web services. To develop these tools we are working with a network of lawyers, citizens alliances, national activist organizations, and environmental health experts in Colorado, New Mexico, Ohio, New York, Pennsylvania, West Virginia, and Texas.

42.

LostInBoston.org
NEW LISTING

Chris Csikszentmihlyi, Rick Borovoy and Christina Xu LostInBoston.org is about helping Bostonians work together to make their neighborhoods more visitor-friendly. Community groups are partnering with local businesses and institutions to design signs that call out the key spots in their area. Signs are placed on private land in public places. Ryan O'Toole RedInk is personal finance software with a social conscience. The Website provides constituencies with tools to collectively measure the effect of their economic power as it relates to specific industries and businesses, while maintaining privacy for individual users. Up until now, accounting of this nature has been vague or unavailable. More accurate spending data will be a valuable lever for organizations involved in collective action, collective bargaining, and fundraising.

43.

RedInk

44.

Selectricity

Benjamin Mako Hill and Chris Csikszentmihlyi Selectricity (formerly HyperChad) is a Web-based voting system that supports anonymous and voter-verifiable balloting, and includes an election-methods library that implements a variety of election techniques, including several preferential systems. Unlike most voting projects, Selectricity does not attempt to address the issues raised in mainstream political elections. Instead, it provides a simple set of tools that small groups and organizations can use to incorporate computationally complex decision-making into new areas, and for purposes where they ordinarily would find such decision-making prohibitively complex. By supporting a variety of election methods, it provides a way for users to explore and compare the effects of different voting systems and, ultimately, come to better decisions. Alumni Contributor: Alyssa Wright
Additional Computing Culture projects For full descriptions, visit: http://www.media.mit.edu/research/55

45. 46.

Ambient Addition
Noah Vawter

BrownBag Toolkit
Chris Csikszentmihlyi, Rick Borovoy and Matthew Hockenberry

MIT Media Lab

May 2010

Page 7

47. 48. 49. 50.

Cach
Chris Csikszentmihlyi and Nadya Peek

GoodApp
Matthew Hockenberry, Dan Ring, Pedro Brin and Chris Csikszentmihlyi

GroundTruth
Josh Levinger

Homeless Neighbors
Chris Csikszentmihlyi, Rick Borovoy, Matthew Hockenberry and Spare Change News

51. 52. 53. 54. 55. 56.

Landman Report Card


Sara Wylie, Dan Ring and Christina Xu

News Positioning System


Sara Wylie, Dan Ring, Matthew Hockenberry and Christina Xu

Virtual Gaza
Josh Levinger and the Harvard Alliance for Justice in the Middle East

VOIP Drupal
Chris Csikszentmihlyi and Leo Burd

Watching the Watchers


Chris Csikszentmihlyi and Adam Whiton

What's Up
Chris Csikszentmihlyi, Mitchel Resnick and Leo Burd

Hugh HerrBiomechatronics
How technology can be used to enhance human physical capability.

57.

Control of Muscle-Actuated Systems via Electrical Stimulation

Waleed Farahat and 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.

Page 8

May 2010

MIT Media Lab

58.

Human Walking Models Applied to Prosthesis Control


NEW LISTING

Hugh Herr, Pavitra Krishnaswamy and Jared Markowitz Models of human walking can be used to improve the control of prostheses. Here we use motion capture, force plate, and EMG data to elucidate the behavior of the main leg muscles and controls to them. We are testing performance of such a control framework in coordinated knee and ankle prostheses. We will test the performance of this data-based reflex framework in coordinated control of knee and ankle prostheses, hoping to observe adaptability across varying speeds and terrains. Hugh Herr, Ken Endo and Jared Markowitz This research aims to extract a potentially small set of underlying principles that govern human movement and to apply that set of principles to biomimetic control systems. Using a morphologically realistic human model and kinematic gait data, we find that spin angular momentum in human walking is highly regulated, and that there exists a nonlinear coupling between center of mass transverse forces, center of mass position, and center of pressure location. Using an open loop optimization strategy, we show that biologically realistic leg joint kinematics emerge through the minimization of spin angular momentum and the sum of the joint torques squared. This suggests that both angular momentum and energetic factors are important considerations for biomimetic controllers. Samuel Au and Hugh Herr 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 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 also conduct a clinical evaluation of the proposed prosthesis on different amputee participants.
Additional Biomechatronics projects For full descriptions, visit: http://www.media.mit.edu/research/1106

59.

Human Walking Neuromechanical Models

60.

Powered Ankle-Foot Prosthesis

61. 62. 63.

Artificial Gastrocnemius
Hugh Herr and Ken Endo

Biomimetic Active Prosthesis for Above-Knee Amputees


Ernesto C. Martinez-Villalpando and Hugh Herr

Human Walking Model Predicts Joint Mechanics, Electromyography, and Mechanical Economy
Hugh Herr and Ken Endo

MIT Media Lab

May 2010

Page 9

Henry HoltzmanInformation Ecology


How to create seamless and pervasive connections between our physical environments and information resources.

64.

BiDi Screen
CENTER FOR FUTURE STORYTELLING

Henry Holtzman, Matt Hirsch and Ramesh Raskar The BiDi Screen is an example of a new type of thin I/O device that possesses the ability both to capture images and display them. Scene depth can be derived from BiDi Screen imagery, allowing for 3D gestural and 2D multi-touch interfaces. This bidirectional screen extends the latest trend in LCD devices, which has seen the incorporation of photo-diodes into every display pixel. Using a novel optical masking technique developed at the Media Lab, the BiDi Screen can capture lightfield-like quantities, unlocking a wide array of applications from 3D gesture and touch interaction with CE devices, to seamless video communication. Henry Holtzman and David Carr Using your personal fabratory, explore a world in which 3D printers cost as little as today's inkjets and are found in every home. We've developed several sub-$100 machines that demonstrate the practicality of this future, and greatly expand the range of items that can be created on your desktop. These new capabilities have far-reaching implications for personalization of products, direct-to-consumer production, and the creation of "information objects." ReeD Martin and Henry Holtzman If everyone says time is relative, why is it still so rigidly defined? There have been many attempts to address the issue of coordinating schedules, but each of these attempts runs into an issue of rigidity: in order to negotiate an event, a specific time must be designated in advance. This model is inherently poor at accommodating life's unpredictability. Kairoscope looks at time from a human perspective: allowing people to coordinate events socially and on the fly, without worrying about precision. This project evaluates the potential implications of a shared, malleable schedule, as well as the data inputs and user interactions necessary to create such a system. Greg Elliott, Aaron Zinman, Henry Holtzman and Pattie Maes Konbit is a service that helps communities rebuild themselves after a crisis by indexing the skillsets of local residents, allowing NGOs to find and employ them. Haitians, their diaspora, and the international community can volunteer their skills via phone, SMS, or Web. Skills can then be searched in real time and location by NGOs such as the American Red Cross and Partners-in-Health. Konbit is language and medium neutral, where Kreyol voice and text messages may be translated into other languages through the Konbit phone, text, or Web interface. Henry Holtzman, ReeD Martin and Mike Shafran Functionally, television content delivery has remained largely unchanged since the introduction of television networks. NeXtream explores an experience where the role of the corporate network is replaced by a social network. User interests, communities, and peers are leveraged to determine television content, combining sequences of short videos to create a set of channels customized to each user. This project creates an interface to explore television socially, connecting a user with a community through content, with varying levels of interactivity: from passively consuming a series, to actively crafting one's own television and social experience. Alumni Contributor: Ana Luisa Santos

65.

Home Fabratory
NEW LISTING

66.

Kairoscope: Social Time

67.

Konbit
NEW LISTING

68.

NeXtream: Social Television


CENTER FOR FUTURE STORYTELLING

Page 10

May 2010

MIT Media Lab

69.

Tableau
NEW LISTING

Henry Holtzman and John Kestner Remember when we made a connection by handing someone a photo? Now we fiddle with too many cables, menus, and communication channels, and those individual connections get drowned out. Can we return to physical experiences while retaining the collective intelligence of the network? Tableau is a nightstand that stores and retrieves memories. It may put friends' photo postcards in the drawer, or post mementos to your online scrapbook. This is an example of task-centric computing, where the interface is distributed across connected physical objects. Apps that run in the cloud can weave available objects into environmental I/O, giving users computing experiences that fit into the flow of life. Henry Holtzman and Greg Elliott Takeover TV heralds a new era of bar patronage where you and your like-minded friends are in charge of the screens. When you check in at a location, your likes and dislikes automatically influence what is being shown on local displays. If you want more control, start a vote to pick a new show using your beer glassor your iPhone. Create season-premiere nights for your favorite shows, or work with friends to define the types of shows that play at your local bars. Sick of watching sports? Assemble enough fans of your favorite show at the local pub and take over the TV. Henry Holtzman, Andrew Lippman, David Small, Greg Elliott, Jon Ferguson, Boris Kizelshteyn, Polychronis Ypodimatopoulos, Chaki Ng and Rick Borovoy This project builds an open, social information window into the Media Lab using 30 touch-sensitive screens strategically placed throughout both buildings in the complex. The experience of using them is optimized for guests and visitors to collaboratively explore and uncover the people, ideas, and connections behind the research of the Lab. The system also makes suggestions about who to meet, where they may be, and what project and people informationrepresented as "charms"one ought to collect, trade, and share. This is a model for an open IT system that can be used anywhere; it is a framework for developing open-area and personally responsive access methods. Henry Holtzman, John Kestner and Stephanie Bian The vast amounts of user-generated content on the Web produce information overload as frequently as they provide enlightenment. Twitter Weather reduces large quantities of text into meaningful data by gauging its emotional content. This Website visualizes the prevailing mood about top Twitter topics by rendering a weather-report-style display. Comment Weather is its counterpart for article comments, allowing you to gauge sentiment without leaving the page. Supporting Twitter Weather is a user-trained Web service that aggregates and visualizes attitudes on a topic.
Additional Information Ecology projects For full descriptions, visit: http://www.media.mit.edu/research/919

70.

Takeover TV
NEW LISTING

71.

The Glass Infrastructure


NEW LISTING

72.

Twitter Weather

73. 74. 75. 76.

Audiograph: Superhero Hearing


ReeD Martin and Henry Holtzman

Constant Crit
Henry Holtzman and Greg Elliott

Daydar: Framework for Socially Motivated Goal Fulfillment


Henry Holtzman, John Kestner and Richard The

Glasses-Free HD3DTV
Ramesh Raskar, Henry Holtzman, Douglas Lanman, Matt Hirsch and Yunhee Kim

77.

InfoSmell: Smell Your Data


ReeD Martin and Henry Holtzman

MIT Media Lab

May 2010

Page 11

78.

Proverbial Wallets
Henry Holtzman, John Kestner, Daniel Leithinger, Danny Bankman, Emily Tow and Jaekyung Jung

79. 80. 81. 82.

Salvage
Henry Holtzman and Greg Elliott

Shake4Action: Gestural Mobile Coordination


ReeD Martin and Henry Holtzman

Social Garden
Henry Holtzman and John Kestner

Window Wallet
ReeD Martin and Henry Holtzman

Hiroshi IshiiTangible Media


How to design seamless interfaces between humans, digital information, and the physical environment.

83.

Beyond: A Collapsible Input Device for 3D Direct Manipulation


NEW LISTING

Jinha Lee and Hiroshi Ishii Beyond is a collapsible input device for direct 3D manipulation. When pressed against a screen, Beyond collapses in the physical world and extends into the digital space of the screen, so that users have an illusion that they are inserting the tool into the virtual space. Beyond allows users to interact directly with 3D media without having to wear special glasses, avoiding inconsistencies of input and output. Users can select, draw, and sculpt in 3D virtual space, and seamlessly transition between 2D and 3D manipulation. Xiao Xiao and Hiroshi Ishii While modern technologies such as CDs, MP3s, and digital media players make listening to music a portable activity, vital aspects of music such as learning, rehearsing, and performing are still constrained by location. MirrorFugue is an interface for the piano that bridges the gap of location in music playing by connecting pianists in a virtual shared space reflected on the piano.

84.

MirrorFugue

85.

OnObject
NEW LISTING

Keywon Chung, Michael Shilman, Chris Merrill and Hiroshi Ishii OnObject transforms any object or surface into a gesture-triggered interactive toy. By applying an RFID tag to an object, grabbing it wearing a sensing device, and making hand gestures like shake, swing and tilt, you can trigger interactive audio output in stuffed animals, a mug, your desk, or your body. Hiroshi Ishii, Xiao Xiao, Michael Bernstein, Sean Follmer and Daniel Leithinger PingPongPlusPlus builds on the PingPongPlus project (1998), a ping pong table that sensed ball hit locations and displayed projected visualizations based on the hits. We aim to publish and proliferate the design of our table. We are looking to set up a system of distributed ping pong tables that records the history of hits in a centralized database. From these records, we will explore ways to remix past games and present games to teach, inform, and entertain. Hiroshi Ishii and Daniel Leithinger Relief is an actuated tabletop display, able to render and animate 3D shapes with a malleable surface. It allows users to experience and form digital models such as geographical terrain in an intuitive manner. The tabletop surface is actuated by an array of 120 motorized pins, which are controlled with a platform built upon open-source

86.

PingPongPlusPlus
NEW LISTING

87.

Relief

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hardware and software tools. Each pin can be addressed individually and senses user input like pulling and pushing. Alumni Contributor: Adam Kumpf

88.

Sourcemap

Leonardo Bonanni, Matthew Hockenberry, David Zwarg and Hiroshi Ishii Sourcemap is a social network built around supply chains, enabling collective engagement with where things come from and what they are made of. An open-source project, Sourcemap provides resources for calculating the carbon footprint and geographic spread of various products and services, including consumer electronics, travel, and food. We are deploying Sourcemap through in-depth case studies with designers and business owners in product design, hospitality, and food and drink. The Sourcemap team is actively seeking collaborators and pilot study participants to develop the tool for general use.

89.

Video Play
NEW LISTING

Sean Follmer, Hayes Raffle (Nokia Research Center) and Hiroshi Ishii Long-distance families are increasingly staying connected with free video conferencing tools. However, the tools themselves are not designed to accommodate children's or families' needs. We explore how play can be a means for communication at a distance. Our Video Play prototypes are simple video-conferencing applications built with play in mind, creating opportunities for silliness and open-ended play between adults and young children. They include simple games, such as Find It, but also shared activities like book reading, where users' videos are displayed as characters in a story book.
Additional Tangible Media projects For full descriptions, visit: http://www.media.mit.edu/research/39

90. 91.
CENTER FOR FUTURE STORYTELLING

AFK Cookset
Cati Vaucelle and Hiroshi Ishii

Cost-Effective Wearable Sensor to Detect EMF


Cati Vaucelle, Hiroshi Ishii and Joe Paradiso

92.

g-stalt
Jamie Zigelbaum, Alan Lewis Browning, Daniel Leithinger, Olivier Bau, Jinha Lee, Ryan Jackson and Hiroshi Ishii

93.

Gestural Interaction
Jamie Zigelbaum, Daniel Leithinger, Jean-Baptiste Labrune, Alan Browning, Olivier Bau and Hiroshi Ishii

94.
CENTER FOR FUTURE STORYTELLING CENTER FOR FUTURE STORYTELLING

IdeaGarden
Hiroshi Ishii and Jean-Baptiste Labrune

95. 96. 97. 98. 99.

O-Link
Toshihiro Nakae and Hiroshi Ishii

Picture This!
Cati Vaucelle and Hiroshi Ishii

Piezing
Amanda Parkes, Adam Kumpf and Hiroshi Ishii

Psychohaptics
Cati Vaucelle, Leonardo Bonanni and Hiroshi Ishii

Radical Atoms
Hiroshi Ishii, Leonardo Bonanni, Keywon Chung, Sean Follmer, Jean-Baptiste Labrune, Jinha Lee, Daniel Leithinger, Catherine Vaucelle, Xiao Xiao and Jamie Zigelbaum

100. SandScape
Carlo Ratti, Assaf Biderman and Hiroshi Ishii

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101. Sensetable
Hiroshi Ishii

102. Stress OutSourced


Keywon Chung, Carnaven Chiu, Xiao Xiao, Peggy Pei-Yu Chi and Hiroshi Ishii

103. Tangible Bits


Hiroshi Ishii, Keywon Chung, Sean Follmer, Jean-Baptiste Labrune, Jinha Lee, Daniel Leithinger, Cati Vaucelle, Xiao Xiao and Jamie Zigelbaum

104. Topobo
Hayes Raffle, Amanda Parkes and Hiroshi Ishii

105. Trackmate
Adam Kumpf, Jean-Baptiste Labrune, Keywon Chung, Daniel Leithinger, Jamie Zigelbaum and Hiroshi Ishii

106. Wetpaint
Leonardo Bonanni, Xiao Xiao, Bianca Costanzo, Andrew Shum, Matthew Hockenberry, Maurizio Seracini and Hiroshi Ishii

Joseph M. JacobsonMolecular Machines


How to engineer at the limits of complexity with molecular-scale parts.

107. 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 genetic engineering 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

108. NanoFab

Jaebum Joo and Joseph M. Jacobson We are developing techniques to fabricate nanostructures and logic devices using nanoparticulate colloids of metals and semi-conductors as building blocks.

Henry LiebermanSoftware Agents


How software can act as an assistant to the user rather than a tool, by learning from interaction and by proactively anticipating the user's needs.

109. Human Goal Network


CENTER FOR FUTURE STORYTELLING

Henry Lieberman and Dustin Smith We examined a large corpus of people's goals and their descriptions of accomplishing them. We asked the questions: which goals are most popular, most controversial, easiest to accomplish? From this corpus we inferred a goal network that can be used for plan recognition, story understanding, and building software agents that are aware of their users' goals.

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110. Luminoso: Understanding and Visualizing People's Opinions

Catherine Havasi and Robert H. Speer Luminoso is a tool that uses common sense and blending to "read between the lines" and better understand opinions and feedback expressed in free text such as customer reviews. It creates a semantic space from the ideas in a set of documents, including common-sense background information, and allows interactive exploration. This interface can be used to discover trends in a text corpus, such as free-text responses to a survey. Henry Lieberman, Catherine Havasi, Jayant Krishnamurthy and Robert H. Speer We present a way of infusing any dataset with common sense. When domain-specific data is combined with the general knowledge in ConceptNet, new ways of organizing, visualizing, and reasoning over the data emerge. In domains such as consumer lifestyle modeling, knowledge acquisition from free text, and personal financial management, most information based on natural language can benefit from a little added common sense. Henry Lieberman and Pei-Yu Chi Raconteur is a story-editing system for conversational storytelling that provides intelligent assistance in illustrating a story with photos and videos from an annotated media library. It performs natural language processing on a text chat between two or more participants, and recommends appropriate items from a personal media library to illustrate a story. A large common-sense knowledge base and a novel common-sense inference technique are used to find relevant media materials to match the story intent in a way that goes beyond keyword matching or word co-occurrence based techniques. Common-sense inference can identify larger-scale story patterns such as expectation violation or conflict and resolution, and helps a storyteller to chat and brainstorm his personal stories with a friend. Henry Lieberman and Kenneth C. Arnold When programmers face unfamiliar or challenging tasks, code written by others could give them inspiration or reusable pieces. But how can they find appropriate code? We believe the key to meaningful code search is to relate code (written in a programming language) to the purpose for which the code was written (expressed in natural language). Our interface enables searching for, reusing, and sharing code fragments within the development environment by connecting code with a brief English description of what it is for. To understand users' descriptions of the purpose of the code they have written or want to find, we reason jointly over code structure features, code linguistic features (e.g., variable and event names), and both domain-specific and common-sense knowledge. We show how the system suggests possible purposes for unannotated code and finds potentially applicable code given brief English purpose statements. Catherine Havasi, Robert Speer and Jason Alonso Semantic Synesthesia is a program that guesses a color to represent a given input word or sentence, taking into account both physical descriptions of objects and emotional connotations. This novel application of artificial intelligence uses knowledge about the world to build a model of how people think about objects, emotions, and colors, and uses this model to guess an appropriate color for a word. Colorizer works over static text and real-time input, such as a speech recognition stream. It has applications in games, arts, and Web page design.
Additional Software Agents projects For full descriptions, visit: http://www.media.mit.edu/research/23

111. Not-So-Common Sense

112. Raconteur: From Chat to Stories


CENTER FOR FUTURE STORYTELLING

113. Reusing Code by Reasoning about Its Purpose

114. Semantic Synesthesia


CENTER FOR FUTURE STORYTELLING NEW LISTING

115. Agent-Application Communication


Henry Lieberman

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116. Agents for Integrated Annotation and Retrieval of Images


Henry Lieberman

117. Blending and AnalogySpace


Catherine Havasi, Robert Speer and Henry Lieberman

118. Collecting Common Sense


Henry Lieberman, Marvin Minsky, Jason Alonso, Kenneth Arnold, Catherine Havasi, Jayant Krishnamurthy, Dustin Smith, Robert Speer and Luis von Ahn

119. Common-Sense Investing


Henry Lieberman

120. Common-Sense Reasoning for Interactive Applications


Henry Lieberman

121. Common-Sense Recommendations


Henry Lieberman and Jayant Krishnamurthy

122. CommonConsensus: A Game for Collecting Commonsense Goals


Henry Lieberman and Dustin Smith

123. ConceptNet
Catherine Havasi, Robert Speer, Kenneth Arnold, Henry Lieberman and Marvin Minsky

124. Divisi: Reasoning Over Semantic Relationships


Henry Lieberman, Jason Alonso, Kenneth Arnold, Catherine Havasi and Robert Speer

125. E-Commerce When Things Go Wrong


Henry Lieberman

126. Emotus Ponens: Affective Story Understanding for Agents


Henry Lieberman

127. Goal-Oriented Interfaces for Consumer Electronics


Henry Lieberman and Pei-Yu Chi

128. Graphical Interfaces for Software Visualization and Debugging


Henry Lieberman

129. Intelligent Technical Documentation


Henry Lieberman
CENTER FOR FUTURE STORYTELLING

130. Learning Common Sense in a Second Language


Henry Lieberman, Ned Burns and Li Bian

131. MARCO: Mutual Disambiguation of Recognition Errors in a Multimodal Navigational Agent


Henry Lieberman

132. Moral Compass: A Model of Self-Conscious Learning


Ed Boyden, Henry Lieberman, Marvin Minsky, Joe Paradiso and Bo Morgan

133. Multi-Lingual ConceptNet


Hyemin Chung, Jaewoo Chung, Wonsik Kim, Sung Hyon Myaeng and Walter Bender

134. Multilingual Common Sense


Aparecido Fabiano Pinatti de Carvalho, Jesus Savage Carmona, Marie Tsutsumi, Junia Anacleto, Henry Lieberman, Jason Alonso, Kenneth Arnold, Robert Speer, Vania Paula de Almeida and Veronica Arreola Rios

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CENTER FOR FUTURE STORYTELLING

135. Navigating in Very Large Display Spaces


Henry Lieberman

136. Open Mind Commons


Henry Lieberman, Marvin Minsky, Jason Alonso, Kenneth Arnold, Robert Speer, Catherine Havasi, James Pustejovsky and Junia Anacleto

137. Programming in Natural Language


Henry Lieberman and Moin Ahmad

138. Red Fish, Blue Fish


Robert Speer and Catherine Havasi

139. Relational Analogies in Semantic Networks


Henry Lieberman and Jayant Krishnamurthy
CENTER FOR FUTURE STORYTELLING

140. Storied Navigation


Henry Lieberman

141. TwitterMap
Catherine Havasi and Robert Speer

Andrew Lippman and David P. ReedViral Communications


How to construct agile, scalable, mobile ecosystems.

142. Barter: A Market-Incented Wisdom Exchange

Dawei Shen, Marshall Van Alstyne, Andrew Lippman and David P. Reed We are exploring the creation of Internal Knowledge Markets, with a goal of bringing an electronic, distributed market (decentralized information creation) to an organization in an effort both to measure the value of knowledge created and to link this to productivity and/or profits. A key advantage of this study will be a direct appeal to information economic theory to design an information market. In particular, we will appeal to two-sided network theory, principles of information asymmetry, and price theory. We seek to bring the rigor of this discipline to real-world applications, and measure the results. Andrew Lippman, David P. Reed and Polychronis Ypodimatopoulos We leverage the ubiquity of Bluetooth-enabled devices and propose a decentralized, Web-based architecture that allows users to share their location by following each other in the style of Twitter. We demonstrate a prototype that operates in a large building and which generates a dataset of detected Bluetooth devices at a rate of ~30 new devices per day, including the respective location where they were last detected. Users then query the dataset using their unique Bluetooth ID and share their current locations with their followers by means of unique Universal Resource Identifiers (URIs) that they control. Our separation between producers (the building) and consumers (the users) of Bluetooth device location data allows us to create socially aware applications that respect user privacy while limiting the software necessary to run on mobile devices to just a Web browser. Kwan Hong Lee, Yod Phumpong, Michael Plasmeier and Andrew Lippman We are exploring the impact of mobile phones on the future of credit card usage and payments. We are attempting to reinvent the payment process through mobile devices by providing users with tools to help reflect on their finances and eating habits. We have deployed the Meal Time system on the MIT campus, interlinking it with MIT's TechCASH payment system. Students have been actively using it to share their experiences and choose locations to eat.

143. Location Sharing in Large Indoor Environments


NEW LISTING

144. Meal Time


NEW LISTING

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145. Pixel Infrastructures

Andrew Lippman and Grace Rusi Woo We are building a wireless network that is faster, less expensive to implement, and has location and orientation designed in. It is based on optical technologies that range from LED stoplights to HDTV screens. We show this using an array of Samsung electronic picture frames as transmitters and a simple Webcam as the receiver.

146. The Glass Infrastructure


NEW LISTING

Henry Holtzman, Andrew Lippman, David Small, Greg Elliott, Jon Ferguson, Boris Kizelshteyn, Polychronis Ypodimatopoulos, Chaki Ng and Rick Borovoy This project builds an open, social information window into the Media Lab using 30 touch-sensitive screens strategically placed throughout both buildings in the complex. The experience of using them is optimized for guests and visitors to collaboratively explore and uncover the people, ideas, and connections behind the research of the Lab. The system also makes suggestions about who to meet, where they may be, and what project and people informationrepresented as "charms"one ought to collect, trade, and share. This is a model for an open IT system that can be used anywhere; it is a framework for developing open-area and personally responsive access methods.
Additional Viral Communications projects For full descriptions, visit: http://www.media.mit.edu/research/1045

147. Ego
Andrew Lippman, David P. Reed and Polychronis Ypodimatopoulos

148. Open Spaces


Viral Communications group

149. Social Menu


Kwan Hong Lee, Yod Phumpong, Michael Plasmeier and Andrew Lippman

150. Social Saver


Andrew Lippman, Kwan Lee, Michael Plasmeier and Phumpong Watanaprakornkul

Tod MachoverOpera of the Future


How musical composition, performance, and instrumentation can lead to innovative forms of expression, learning, and health.

151. Death and the Powers: Redefining Opera


CENTER FOR FUTURE STORYTELLING

Tod Machover, Andy Cavatorta, Wei Dong, Noah Feehan, Elena Jessop, Bob Hsiung and Peter Torpey "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, will blur the line between animate and inanimate. The opera will open in Monte-Carlo in fall 2010 and then tour worldwide. Tod Machover, Peter Torpey and Elena Jessop Early in the opera "Death and the Powers," 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 must assume 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. These gesture and performance parameters are then

152. Disembodied Performance

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mapped to a visual language that allows the off-stage actor to express emotion and interact with others on stage. Additionally, we use these gestural performance parameters for vocal manipulation. Our approach takes a new direction in augmented performance, employing a non-representational abstraction of a human presence that fully translates a character into an environment.

153. Expressive Hand Rehab

Adam Boulanger We are developing the first multimodal interface for hand rehabilitation following stroke. EMG forearm sensors read attempted finger presses in disordered limbs, and serve as an input to an expressive feedback interface. Auditory, visual, and tactile cues are presented to support rehabilitation of the representation of finger movements across sensory domains. The multisensory feedback is embedded in a rich task, situated between piano learning and expressive music performance. A user of this system will rehabilitate finger movement while developing an expressive music performance. Imagine a complete shift in the form and function of rehabilitation, towards something empowering, where individuals strive in tandem with tailored interfaces, mapped to push them forward at each step, and as part of fundamentally enriching expressive tasks. Our rehabilitative health care environments can sculpt our minds, while changing our lives, if we invent the right tools. Tod Machover and Elena Jessop Many performance artists and interaction designers use human gestures to drive, manipulate, or generate digital media. However, the existing systems for developing mappings between incoming data streams and output media have extremely low-level concepts of gesture, forcing the user to focus on the particulars of input sensor or video data, rather than on meaningful and expressive gestures. We are developing a new framework for gestural control of media in performance, allowing users to easily create clear, intuitive, and comprehensible mappings by using high-level descriptions of gestures and of gestural qualities. This system currently is realized in a set of tools for gestural media manipulation in performance and rehearsal, mapping gestural vocabularies and qualities of movement to parameters of interactive visual applications. Alzheimer's Association, Tod Machover, Adam Boulanger, Intel and McLean Geriatric Hospital The scientific community is making marked progress in the area of Alzheimer's disease (AD) treatment: memory-related pharmaceuticals are available, the neurobiology of AD is fairly well understood, and the genetic underpinnings of the disease continue to be unraveled. However, despite these advances, it has been shown that individuals often present the symptoms of AD years before they seek a diagnosis. The barrier to treatment is the lack of structure with which to obtain a diagnosis or even predict the onset of disease in a stigmatized environment. With technology, we can build clinically valid assessment into the tools we use every daythe tools we care about. We are developing music tools to detect cognitive performance in the memory domains at risk of decline in the earliest stages of AD. These tools are mobile, longitudinal, and the patient is the first point of feedback. Wei Dong and Paula Marie Countouris Stage performances present many challenges and opportunities in the field of robotics. Here we create a family of furniture robots that look and act like organic entities for the production of Death and the Powers. Mei-Mei is a six-legged walking robot that is being developed in the lab as a moving workbench. It can move forward, backward, and even turn around with differential steering control. Di-Di is a modular robot that can transform itself into a sofa onstage and walk with a rolling, lurching, and gliding motion. These two robots will also be endowed with interactive behavior structured around scenes, beats, and actions. The design of these robots not only incorporates technological, conceptual, and aesthetic innovations, but also coordinates with narrative and musical materials in the opera.

154. Gestural Media Framework

155. Mobile Music Diagnostics: Targeting Alzheimer's Disease

156. Musical Furniture


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157. Syncwalk
NEW LISTING

Tod Machover and Noah Feehan Syncwalk is a platform for sound design in a geographic space: you place songs from your music library onto a map, and then you go out into the world and, as you walk from one place to another, you hear the songs youve placed along the way. The project explores different ways to design and share experiences centered around, but not wholly determined by, the spaces we transit and inhabit. Tod Machover, Andy Cavatorta, Wei Dong, Paula Marie Countouris, Karen Hart and Calvin Chung The Chandelier is a large-scale robotic musical instrument that is being developed for "Death and the Powers." Its 48 strings can be actuated both through powerful electromagnets, and tactilely (plucked like a harp or bowed like a cello). With the strings driven by electromagnets, the tactile player can also repeatedly damp strings or create overtones by carefully touching the strings' anti-nodes, creating a new intimacy between players, who play not just the same instrument, but the same strings. The Chandelier is composed of many systemslogic for control of music and lighting, networked servers, and playable interfacesall built around an elegant, articulated skeletal structure which allows changes to the length, angle, and tensions of the strings. We are currently experimenting with playing it through new types of interfaces to take advantage of its unusual tuning and sonorities.
Additional Opera of the Future projects For full descriptions, visit: http://www.media.mit.edu/research/35

158. The Chandelier


CENTER FOR FUTURE STORYTELLING

159. Hyperinstruments
Tod Machover

160. Hyperscore
Tod Machover

161. Music, Mind, and Health


Tod Machover and Adam Boulanger
CENTER FOR FUTURE STORYTELLING

162. Musical Robotics


Tod Machover, Wei Dong, Noah Feehan, Bob Hsiung, Jason Ku and Mike Miller

163. Personal Opera


Tod Machover and Peter Torpey

164. Rumble
Tod Machover and Noah Feehan
CENTER FOR FUTURE STORYTELLING

165. Skellig: A "Surround" Opera


Tod Machover, Ben Bloomberg and Simone Ovsey

166. Toy Symphony


Tod Machover

167. Vocal Augmentation and Manipulation Prosthesis (VAMP)


Tod Machover and Elena Jessop

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Pattie MaesFluid Interfaces


How to integrate the world of information and services more naturally into our daily physical lives, enabling insight, inspiration, and interpersonal connections.

168. Cornucopia: Digital Gastronomy

Marcelo Coelho, Amit Zoran, Pattie Maes and William J. Mitchell Cornucopia is a concept design for a personal food factory, bringing the versatility of the digital world to the realm of cooking. In essence, it is a 3D printer for food that works by storing, precisely mixing, depositing, and cooking layers of ingredients. Cornucopia's cooking process starts with an array of food canisters that refrigerate and store a user's favorite ingredients. These are piped into a mixer and extruder head that can accurately deposit elaborate combinations of food; while this takes place, the food is heated or cooled. This fabrication process not only allows for the creation of flavors and textures that would be completely unimaginable through other cooking techniques, but it also allows the user to have ultimate control over the origin, quality, nutritional value, and taste of every meal. Aaron Zinman, Judith Donath and Pattie Maes Defuse is a commenting platform that rethinks the medium's basic interactions. In a world where a single article in The New York Times can achieve 3,000 comments, the original design of public asynchronous text systems has reached its limit; it needs more than social convention. Defuse uses context to change the basics of navigation and message posting. It uses a combination of machine learning, visualization, and structural changes to achieve this goal.

169. Defuse

170. Face the Facts


NEW LISTING

Richard The, Doug Fritz, Pattie Maes and David Small Face the Facts is an experiment in embodied data visualization. The goal is to foster understanding of abstract information that is spatially or temporarily detached from us. We hope to achieve a more personalized, evocative perception of information that would be hard to to grasp otherwise. We are creating an art installation in the 3rd floor atrium of the new Media Lab building that will augment the people wandering through it with statistical information. As an example, we are using data produced by the Media Lab, extracted from the student and faculty publications over the course of the Media Lab's rich history. Pattie Maes, Seth Hunter and Pol Pla i Conesa InterPlay is a platform for designers to create dynamic social simulations, which transform public spaces into immersive environments where people become the central agents. It uses computer vision and projection to facilitate full-body interaction with digital content. The physical world is augmented to create shared experiences that encourage active play, negotiation, and creative composition. Natan Linder and Pattie Maes 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.

171. InterPlay: Full-Body Interaction Platform


NEW LISTING

172. LuminAR
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173. ReflectOns: Mental Prostheses for Self-Reflection

Pattie Maes and Sajid Sadi ReflectOns are objects that help people think about their actions and change their behavior based on subtle, ambient nudges delivered at the moment of action. Certain taskssuch as figuring out the number of calories consumed, or amount of money spent eating outare generally difficult for the human mind to grapple with. By using in-place sensing combined with gentle feedback and understanding of users' goals, we can recognize behaviors and trends, and provide a reflection of their own actions tailored to enable both better understanding of the repercussions of those actions, and changes to their behaviors to help them better match their own goals. Pranav Mistry Information is often confined to paper or computer screens. SixthSense frees data from these confines and seamlessly integrates information and reality. With the miniaturization of computing devices, we are always connected to the digital world, but there is no link between our interactions with these digital devices and our interactions with the physical world. SixthSense bridges this gap by augmenting the physical world with digital information, bringing intangible information into the tangible world. Using a projector and camera worn as a pendant around the neck, SixthSense sees what you see and visually augments surfaces or objects with which you interact. It projects information onto any surface or object, and allows users to interact with the information through natural hand gestures, arm movements, or with the object itself. SixthSense makes the entire world your computer.
Additional Fluid Interfaces projects For full descriptions, visit: http://www.media.mit.edu/research/955

174. SixthSense
CENTER FOR FUTURE STORYTELLING

175. Aeropticon
Natan Linder

176. Augmented Mirror


Pattie Maes and Sajid Sadi

177. BitBrush
Pattie Maes and Marcelo Coelho

178. Blossom
Pattie Maes and Sajid Sadi

179. Compact Contract: Commitments Made Easier


Pattie Maes, Marcelo Coelho and Sajid Sadi

180. Done: Reflective Personal Project Management


Pattie Maes and Sajid Sadi

181. EyeFlect: Low-Cost Multi-Flash Gaze Estimation


Pattie Maes, Doug Fritz and Richard The

182. Flexible Urban Display


Pattie Maes, Pranav Mistry and Sajid Sadi

183. GovLove: Simplifying Government Data Retrieval and Manipulation


Pattie Maes and Doug Fritz

184. Inktuitive: An Intuitive Physical Design Workspace


Pranav Mistry and Kayato Sekiya

185. ioMaterials
Pattie Maes, Sajid Sadi and Amir Mikhak

186. JotWatch: Instant Personal Note-Taking


Pattie Maes, Doug Fritz, Sajid Sadi, Eben Kunz and Melody Kuna

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187. Konbit
Greg Elliott, Aaron Zinman, Henry Holtzman and Pattie Maes

188. Life in a Comic


Pattie Maes and Amit Zoran

189. Light Piping Solar Panels


Dale Joachim, Sandy Sener, Seth Hunter and Jean-Baptiste Labrune
CENTER FOR FUTURE STORYTELLING

190. MemTable
Pattie Maes, Seth Hunter, Alexandre Milouchev and Emily Zhao

191. Midas
Pattie Maes and Sajid Sadi

192. Mouseless
Pranav Mistry and Pattie Maes

193. Moving Portraits


Pattie Maes

194. MTM "Little John"


Natan Linder

195. Personas
Judith Donath and Aaron Zinman

196. Pulp-Based Computing: A Framework for Building Computers Out of Paper


Marcelo Coelho, Pattie Maes, Joanna Berzowska and Lyndl Hall

197. Quickies: Intelligent Sticky Notes


Pranav Mistry and Pattie Maes

198. ReachBand: An RFID Wristband


Pattie Maes, Assaf Feldman and Sajid Sadi

199. Relational Pillow


Pattie Maes, Sajid Sadi and Amir Mikhak

200. Remnant: Handwriting Memory Card


Pattie Maes and Sajid Sadi

201. Shutters: A Permeable Surface for Environmental Control and Communication


Marcelo Coelho and Pattie Maes

202. Siftables: Physical Interaction with Digital Media


David Merrill and Pattie Maes

203. SoundForms
Pattie Maes, Seth Hunter and Pol Pla i Conesa

204. SpaceMarks: Brain Offloading through Spatial Thinking


Pattie Maes and Doug Fritz

205. SpendTrend: Reflecting on Spending Habits


Pattie Maes and Sajid Sadi

206. Spotlight
Pattie Maes and Sajid Sadi

207. Sprout I/O: A Texturally Rich Interface


Marcelo Coelho and Pattie Maes

208. subTextile: A Construction Kit for Computationally Enabled Textiles


Pattie Maes and Sajid Sadi

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209. Surflex: A Shape-Changing Surface


Marcelo Coelho and Pattie Maes

210. TaPuMa: Tangible Public Map


Pranav Mistry and Tsuyoshi Kuroki

211. Theme Stream: Visualizing Complex Time-Based Information


Pattie Maes and Doug Fritz
CENTER FOR FUTURE STORYTELLING

212. thirdEye
Pranav Mistry and Pattie Maes

213. Transitive Materials: Towards an Integrated Approach to Material Technology


Pattie Maes, Marcelo Coelho, Neri Oxman, Sajid Sadi, Amit Zoran and Amir Mikhak

214. Watt Watcher


Pattie Maes, Sajid Sadi and Eben Kunz

215. What If the World Were Your n Facebook Friends?


Richard The and Doug Fritz

216. What Would They Think?


Pattie Maes

William J. MitchellSmart Cities


How buildings and cities can become more intelligently responsive to the needs and desires of their inhabitants.

217. CityCar
CENTER FOR FUTURE STORYTELLING

William J. Mitchell, Ryan Chin, William Lark, Jr., Raul-David Poblano, Nicholas Pennycooke and Praveen Subramani The CityCar is a foldable, electric, two-passenger vehicle for crowded cities. It uses Wheel Robotsfully modular in-wheel electric motorsthat integrate drive motors, suspension, braking, and steering inside the hub-space of the wheel. This drive-by-wire system requires only data, power, and mechanical connection to the chassis of the vehicle. Wheel Robots have over 120 degrees of steering freedom, allowing for a zero-turn radius and 90-degree parking (sideways translation); they also enable the CityCar to fold by eliminating the gasoline-powered engine and drive-train. Folded, the CityCar is very compact (roughly 60 or 1500mm), with an on-street parking ratio of at least 3:1 to traditional cars. It is also lightweight (1000lbs) and modular, and automatically recharges when parked, reducing battery needs and excess weight. The CityCar has two use models: private (traditional ownership), and shared (Mobility On Demand, high-utilization, one-way shared systems like Pariss Vlib' bicycle-sharing program). Alumni Contributors: Patrik Kunzler and Philip Liang

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218. GreenWheel Electric Bicycle


CENTER FOR FUTURE STORYTELLING

William J. Mitchell, Ryan C.C. Chin, Michael Chia-Liang Lin, Arthur Petron and MIT Mobile Experience Lab GreenWheel is a modular, in-wheel electric motor that transforms any pedal-powered bicycle into an electrically assisted hybrid bicyclean "e-bike." The patented design integrates electric motor, batteries, and motor controllers inside the hub space without any wires to the frame, allowing the GreenWheel to be retrofitted to any type of bicycle. The GreenWheel is controlled by a pedal sensor which detects the amount of force on the pedals and activates the electric motor. The GreenWheel can be driven approximately 20 miles (30 kilometers) with motor assist and pedaling on one charge, and it is capable of rapid charging in less than 25 minutes. The GreenWheel will enable users to easily overcome inclines and to ride longer distances, thus opening up cycling to a wider audience. William J. Mitchell and Susanne Seitinger We are experimenting with systems that blur the boundary between urban lighting and digital displays in public spaces. These systems consist of liberated pixels, which are not confined to rigid frames as are typical urban screens. Liberated pixels can be applied to existing horizontal and vertical surfaces in any configuration, and communicate with each other to enable a different repertoire of lighting and display patterns. We are currently developing "urban pixels," a wireless infrastructure for liberated pixels. Composed of autonomous, solar-powered units, the system presents a programmable and distributed interface that is flexible and easy to deploy. Each unit includes an on-board battery, solar cells, RF transceiver unit, and microprocessor.

219. Liberated Pixels

220. Mobility on Demand


CENTER FOR FUTURE STORYTELLING

William J. Mitchell, Ryan C.C. Chin, Chih-Chao Chuang, William Lark, Jr., Michael Chia-Liang Lin, Raul-David Poblano, Andres Sevtsuk, Nicholas Pennycooke, Praveen Subramani and Dimitris Papanikolaou Mobility-on-Demand (MoD) systems consist of a fleet of lightweight electric vehicles placed at electrical charging stations that are strategically distributed throughout the city. MoD systems solve the first and last mile problem that public transit systems do not solveproviding mobility from the transit station to and from your home or workplace. In a MoD system, users simply walk up to the closest station, swipe a membership card, and are given access to vehicles. They are then allowed to drive to any other station (one-way rental) closest to their desired destination. The Vlib' system in Paris, consisting of over 20,000 shared bicycles, is the largest and most popular MoD system in the world. We have designed and developed three MoD vehicles: the CityCar, RoboScooter, and GreenWheel Bicycle. The team is also developing a dynamic pricing structure to help redistribute the fleet. Alumni Contributor: Philip Liang

221. Mobility on Demand: A Market Economy of Trips

William J. Mitchell, Dimitris Papanikolaou and Ryan C.C. Chin One-way vehicle sharing systems are decentralized urban mobility networks of vehicles and parking stations; users can pick up a vehicle from any station and return it to any other station. However, due to trip distribution asymmetries, station inventories become unbalanced quickly, reducing system reliability. Existing solutions involve fleet redistribution by trucks, which is complex, inefficient, and financially unsustainable. Mobility on Demand (MoD) is a new, self-organized, one-way vehicle-sharing system that uses dynamic pricing to incentivize users to redistribute the fleet and keep the system in balance. Similar to a market, trip price adjusts to inventory needs in origin and destination stations. We present a framework using system dynamics that explains MoD system behavior and will be used to determine optimum pricing policy, number of parking stations, and number of vehicles needed for a stable yet profitable system.

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222. New Object Studio


CENTER FOR FUTURE STORYTELLING

William J. Mitchell, Peter Schmitt, Susanne Seitinger and Amit Zoran New Object Studio challenges traditional design paradigms by approaching old and new design questions with innovative digital tools and fabrication processes. Using this approach, [N][O] Studio focuses on creating new artifacts. These new products combine mechanical and electronic components to challenge traditional notions of manufactured objects through their integrated functional, visual, and narrative qualities. William J. Mitchell, Ryan C.C. Chin, Michael Chia-Liang Lin, Raul-David Poblano, Andres Sevtsuk, Yaniv Fain, Dimitris Papanikolaou and Arthur Petron The RoboScooter is an electric, foldable, sharable motorbike developed in collaboration with SYM and ITRI. The design tackles the biggest problems in major urban centers: pollution, congestion, parking, and energy use. The RoboScooter system, part of the Mobility on Demand project, allows users to pick up a bike from a scooter stack and drop it off at any other stack. The bike uses scooter-sized Wheel Robots developed for the CityCar project. The design team will develop innovative business and ownership models to help implement the scooter through pilot programs developed jointly by candidate cities. William J. Mitchell, Ryan C.C. Chin, William Lark, Jr., Michael Chia-Liang Lin, Raul-David Poblano, Nicholas Pennycooke and Peter Schmitt The mechanical components that make driving a vehicle possiblesuch as acceleration, braking, steering, and springingare located inside the space of a hubless wheel, forming independent wheel robots and freeing the vehicular space of these components. Connected to the chassis are simple mechanical, power, and data connections, allowing for the wheel robots to plug in to a vehicle simply and quickly. A CPU in the vehicle provides the input necessary for driving according to the vehicle's dimensions or loading condition. The design of the wheel robots provides optimal contact patch placement, lower unsprung and rotational mass, omnidirectional steering, great space savings, and modularity, as the wheel robots can function appropriately on vehicles of different dimensions and weight. By "putting the whole car in the wheel," it is possible to separate production, service, and life-cycles of the mechanical components of the car from those of its architectural components. Alumni Contributors: Patrik Kunzler and Philip Liang
Additional Smart Cities projects For full descriptions, visit: http://www.media.mit.edu/research/59

223. RoboScooter with SYM and ITRI


CENTER FOR FUTURE STORYTELLING

224. Wheel Robots

225. 3DprintedClock
William J. Mitchell, Peter Schmitt and Robert Swartz

226. Animated Playground Props


William J. Mitchell and Susanne Seitinger

227. Architectural Machines


William J. Mitchell and Peter Schmitt

228. Augmented Street Light


William J. Mitchell, Susanne Seitinger and Joshua Robles

229. Building Blocks in the Mass-Customized Era


William J. Mitchell and Ryan C.C. Chin

230. Car in the City


William J. Mitchell, William Lark, Jr., Ryan C.C. Chin and Polychronis Ypodimatopoulos
CENTER FOR FUTURE STORYTELLING

231. Chameleon Guitar: Physical Heart in a Virtual Body


William J. Mitchell and Amit Zoran

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232. CityCar Chassis


William J. Mitchell, Ryan C.C. Chin, William Lark, Jr., Raul-David Poblano, Nicholas Pennycooke, Charles Guan and Tom Brown

233. CityCar Folding Chassis


William J. Mitchell, William Lark, Jr., Raul-David Poblano, Ryan C.C. Chin, Charles Guan and Nicholas Pennycooke

234. Cornucopia: Digital Gastronomy


Marcelo Coelho, Amit Zoran, Pattie Maes and William J. Mitchell

235. Hiriko CityCar with Denokinn


William J. Mitchell, Ryan C.C. Chin, William Lark, Jr., Raul-David Poblano, Nicholas Pennycooke, Praveen Subramani, Tom Brown and Charles Guan

236. Light.Bodies
William J. Mitchell, Susanne Seitinger, Alex S. Taylor and Microsoft Research

237. plywoodServo
William J. Mitchell, Peter Schmitt and Susanne Seitinger

Frank MossNew Media Medicine


How radical new collaborations between doctors, patients, and communities will catalyze a revolution in human health.

238. CollaboRhythm

John Moore MD and Frank Moss The doctor-patient relationship is deteriorating. CollaboRhythm implements new paradigms in doctor-patient interaction to improve health outcomes and the patient experience. It uses ubiquitous connectivity, collaborative decision-making, and compelling interfaces to educate patients, improve treatment adherence, and deliver care seamlessly at any point in time or space. The foundation is a speech- and touch-controlled hub for the office where doctor and patient make shared decisions and where patients are encouraged to actively engage with their data. Patients also own their data: everything they see in the doctors office is available at home, when they visit another doctor, change jobs, or move across the world. Patients can contribute data that are important to their health and lifestylesinformation that today is invisible to the doctor. By making patients active, informed participants in their own care, we believe we can reduce health-care costs, increase quality, and improve health outcomes.

239. Collective Discovery

Frank Moss, Deb Roy and Ian Eslick The choices we make about diet, environment, medications, or alternative therapies constitute a massive collection of "everyday experiments." These data are largely unrecorded and underutilized by the traditional research establishment. Collective Discovery aims to leverage the intuition and insight of patient communities to capture and mine information about everyday experiences. Moving the community discourse from anecdotes to data will lead to better decision-making, stronger self-advocacy, identification of novel therapies, and inspiration of better hypotheses in traditional research, accelerating the search for new drugs and treatments. The unique characteristic of our Collective Discovery model is the use of knowledge representation and natural language processing to mediate communal hypothesis generation and to compensate for methodological errors and self-reporting bias. This model is being deployed in a real-world context as part of a partnership with the LAM Treatment Alliance and the greater LAM community.

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240. ForgetAboutIT?

John Moore MD and Frank Moss Currently only 50% of patients with chronic diseases take their medications. The problem is not simple forgetfulness; it is a complex combination of lack of understanding, poor self-reflection, limited social support, and almost non-existent communication between provider and patient. ForgetAboutIT? is a system to support medication adherence which presupposes that patients engaged in tight, collaborative communication with their providers through interactive interfaces would think it preposterous not to take their medications. Technically, it is an awareness system that employs ubiquitous connectivity on the patient side through cell phones, televisions, and other interactive devices and a multi-modal collaborative workstation on the provider side.

241. HealthMap

Clark Freifeld, John Brownstein and Frank Moss HealthMap is a multilingual, real-time disease outbreak tracking and visualization system. Launched in fall 2006, the Web site collects over 300 reports per day in seven languages, from both general news media and public health sources around the world. Updated hourly, the system filters these reports to determine relevance, disease, location, and duplication clustering by means of a series of custom-designed, automated, text-processing algorithms. Relevant reports are then aggregated and displayed on a freely available dashboard where users can tailor the view according to date, disease, location, and source. HealthMap provides an overview of real-time information on emerging infectious diseases, and has particular interest for public health officials and international travelers.

242. HealthMap iPhone App: Outbreaks Near Me

Clark Freifeld, John Brownstein and Frank Moss With HealthMap's Outbreaks Near Me application, you have all of HealthMap's latest real-time disease outbreak information at your fingertips. Open the app and see all current outbreaks in your neighborhood, including news about H1N1 influenza ("swine flu"). Search and browse outbreak reports on the interactive map, and set up the app to alert you with a notice automatically whenever an outbreak is occurring in your area. If you know of an outbreak not yet on the map, be the first to report it using the app's unique outbreak reporting feature. You will be credited and your report will be featured on the Website. With this iPhone app, we are launching an exploration of crowd-sourced, user-generated, people-powered disease outbreak tracking and collaboration. Frank Moss, Ian Eslick, Amy Farber and LAM Treatment Alliance LAMsight is a practical experiment in creating new models for collaboration between researchers, clinicians, and patients. We are working with a rare-disease advocacy organization to identify and implement collaboration modes that help accelerate research on the rare disease LAM (Lymphangioleiomyomatosis), a multi-system, fatal disease that typically strikes women in their child-bearing years. Frank Moss, Clark Freifeld, John Moore, Sai T. Moturu, Neil Chao (MIT) and Stacy Nemeroff Patient adherence to physical therapy regimens is poor, and there is a lack of quantitative data about patient performance, particularly at home. This project aims to build an end-to-end virtual rehabilitation system for supporting patient adherence to home exercise that addresses the multi-factorial nature of the problem. Using the proposed system, the physical therapist and patient would make shared decisions about appropriate exercises and goals and patients would use a sensor-enabled gaming interface at home to perform exercises. Quantitative data is then fed back to the therapist, who can properly adjust the regimen and give reinforcing feedback and support.

243. LAMsight: A Data-Driven Disease Community

244. Oovit PT
NEW LISTING

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Additional New Media Medicine projects For full descriptions, visit: http://www.media.mit.edu/research/2346

245. Awaken
Frank Moss, Alex (Sandy) Pentland, Sai T. Moturu and Kimberly Shellenberger

246. I'm Listening


John Moore MD, Henry Lieberman and Frank Moss

247. WeightMate
Kendra Markle, Lorin Wilde, Frank Moss, Alex (Sandy) Pentland, Sai T. Moturu, Orestis Gartaganis and Todd Reid

Joseph ParadisoResponsive Environments


How sensor networks augment and mediate human experience, interaction, and perception.

248. Boxie the Robot: Interactive Physical Agents for Story Gathering
CENTER FOR FUTURE STORYTELLING NEW LISTING

Joe Paradiso and Alexander Reben How do we leverage people to make systems more intelligent, efficient, and successful? Is it worthwhile to involve people heavily in the goals of a system? How does a system most effectively coax stories out of people? To investigate these questions, a robot was built that facilitated interaction and documentary gathering within an ubiquitous media framework. We then let the robot roam freely, with the goal of capturing stories about its environment. This was done by leveraging human mobility and intelligence, as the robot relied upon people to move long distances and achieve its goals. The end products were a study of how people related to a robot asking for assistance and interaction in various ways, and a set of movies showing the robot navigating the resulting "thread" of a narrative. Joe Paradiso, Gershon Dublon, Nan-Wei Gong, Mathew Laibowitz, Alexander Reben, David Small and Laurel Smith Pardue We are populating a detailed, 3D, graphic model of the Media Lab complex (buildings E15 and E14) created by the Design Ecology group with graphics and audio driven by sensor information derived from our Ubiquitous Sensor Portals system and other embedded sensor/actuator infrastructures around our buildings. The goal of this work is to explore fluid ways of visualizing information derived from a dense sensor network in a cross-reality implementation that will always be running, so remote participants can browse and interact with our physical facility from anywhere in the world. Joe Paradiso and Gershon Dublon We are developing an "opt-in" ubiquitous media system, in which users carrying wearable tags are visible to the camera network and everyone else is invisible. Existing systems for configurable dynamic privacy are opt-out and catch-all; users desiring privacy carry pre-registered tags that disable sensing and networked media services for everyone in the room. To address these issues, we separate video into layers of flexible sprites representing each person in the field of view, and transmit video of only those who opt-in. Our system can also define groups of users who can be dialed in and out of the video stream dynamically. For cross-reality applications, these dynamic layers achieve a new level of video granularity, allowing users and groups to uncover correspondences between their activities across spaces. Joe Paradiso and Matt Aldrich At present, luminous efficacy and cost remain the greatest barriers to broad adoption of LED lighting. However, it is anticipated that within several years, these challenges will be overcome. While we may think our basic lighting needs have been met, this

249. DoppelLab
CENTER FOR FUTURE STORYTELLING

250. Dynamic Video Layers for Privacy-Preserving "Opt-In" Media Services


NEW LISTING

251. Feedback Controlled Solid State Lighting

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technology offers many more opportunities than just energy efficiency: this research attempts to alter our expectations for lighting and cast aside our assumptions about control and performance. We will introduce new, low-cost sensing modalities that are attuned to human factors such as user context, circadian rhythms, or productivity, and integrate these data with atypical environmental factors to move beyond traditional lux measurements. To research and study these themes, we are focusing on the development of superior color-rendering systems, new power topologies for LED control, and low-cost multimodal sensor networks to monitor the lighting network as well as the environment.

252. Lab-Wide and Wearable Sensor and Video Network


CENTER FOR FUTURE STORYTELLING

Joe Paradiso and Mathew Laibowitz This is a suite of devices and protocols to support applications in wearable human/social sensing linked to a distributed camera and vision system. The current system includes a sensate wristwatch with biological and gestural sensors, and a lapel-pin device with motion and audio-affect sensing. These all communicate with wall-mounted devices (Portals), each of which has a high-resolution camera, environmental sensors, and a localization system for all devices in the network. All devices record data and audio in sync with the recorded video. A full-spec Zigbee network supports device synchronization and mesh networking. All devices have enough on-board power to extract features from the data. Ed Boyden, Henry Lieberman, Marvin Minsky, Joe Paradiso and Bo Morgan Moral Compass is a model of how children learn in a problem-solving environment where the child is learning to accomplish goals in the context of parents, strangers, and cultural knowledge. The child learns in multiple ways: playing alone, being told stories, and being rewarded or punished. Our model aims to provide an explanation for relatively complex reflective states of mind, such as desire, avoidance, focus, ignorance, and personality traits. Our model also emphasizes different types of failure in its reflective approach to learning, including surprise, disappointment, and guilt. Possible applications include better understanding of the mental health of cognition in social domains. Joe Paradiso, Michael Thomas Lapinski, Dr. Eric Berkson and MGH Sports Medicine This project is a system of compact, wearable, wireless sensor nodes, equipped with full six-degree-of-freedom inertial measurement units and node-to-node capacitive proximity sensing. A high-bandwidth, channel-shared RF protocol has been developed to acquire data from many (e.g., 25) of these sensors at 100 Hz full-state update rates, and software is being developed to fuse this data into a compact set of descriptive parameters in real time. A base station and central computer clock the network and process received data. We aim to capture and analyze the physical movements of multiple people in real time, using unobtrusive sensors worn on the body. Applications abound in biomotion analysis, sports medicine, health monitoring, interactive exercise, immersive gaming, and interactive dance ensemble performance. Alumni Contributors: Ryan Aylward and Mathew Laibowitz
Additional Responsive Environments projects For full descriptions, visit: http://www.media.mit.edu/research/42

253. Moral Compass: A Model of Self-Conscious Learning

254. Wearable, Wireless Sensor System for Sports Medicine and Interactive Media

255. Dense, Low-Power Environmental Monitoring for Smart Energy Profiling


Nan-Wei Gong, Ashley Turza, David Way and Joe Paradiso with Phil London, Gary Ware, Brett Leida and Tim Ren (Schneider Electric)

256. Funk2: Causal Reflective Programming


Marvin Minsky, Joe Paradiso and Bo Morgan

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CENTER FOR FUTURE STORYTELLING CENTER FOR FUTURE STORYTELLING

257. Interaction with Ubiquitous Dynamically Responsive Media


Joe Paradiso, Nan-Wei Gong, Mathew Laibowitz and Alexander Reben

258. Ubiquitous Sensor Network Navigator and Media Explorer


Joe Paradiso, Nan-Wei Gong, Mathew Laibowitz and Alexander Reben

Alex (Sandy) PentlandHuman Dynamics


How social networks can influence our lives in business, health, and governance, as well as technology adoption and diffusion.

259. Awaken
NEW LISTING

Frank Moss, Alex (Sandy) Pentland, Sai T. Moturu and Kimberly Shellenberger Sleep problems such as insomnia have a significant impact on public health, affect the quality of life and productivity of millions daily, present a substantial economic burden in the billions yearly, and are strongly associated with multiple comorbid conditions. Several factors affecting sleep are primarily behavioral and not always obvious. In this project, we aim to detect the behaviors that affect sleep and use this knowledge to help users improve sleep habits. While asleep, a wearable sensor headband is used to track the quality of sleep gained by the users. While awake, smart phones are used to capture behaviors that can impact sleep. Based on the data collected, the phones are also used to provide context-sensitive suggestions and coaching elements borrowed from cognitive behavioral therapy to improve awake behaviors and sleep habits, while their communication capabilities are used to enhance social support from sleeping partners and family members. Taemie Kim Meeting Mediator is a real-time, portable system that detects social interactions and provides persuasive feedback to enhance group collaboration. Social interactions are captured using sociometric badges, and are visualized on mobile phones to promote behavioral change. Particularly in distributed collaborations, MM attempts to bridge the gap among the distributed groups by detecting and communicating social signals.

260. Meeting Mediator

261. Reality Mining

Alex (Sandy) Pentland, Wen Dong, Anmol Madan and Ankur Mani Every time you use your cell phone, you leave behind a few bits of information, and the newest smart phones can record everything from users' physical activity to their conversational cadences. People arerightfullynervous about trailing these sorts of digital bread crumbs behind them. But the same information could help to solve problems of identity theft and fraud by automatically determining security settings. More significantly, cell-phone data can shed light on workplace dynamics and on the well-being of communities. It could even help project the course of disease outbreaks and provide clues about individuals' health. Alumni Contributors: Sumit Basu, Tanzeem Choudhury, Brian Clarkson, Nathan Eagle, Yuri Ivanov, Tony Jebara and Oliver Strimpel

262. Sensible Organizations

Alex (Sandy) Pentland, Benjamin Waber, Daniel Olguin Olguin, Taemie Kim, Wen Dong and Ankur Mani 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.

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263. Social Evolution

Alex (Sandy) Pentland, Anmol Madan, Manuel Cebrian and Nadav Aharony How do opinions and behaviors spread in face-to-face networks? In this project, we measure the spread of political opinions, influenza and common colds, stress and loneliness, and weight changes from 320,000 hours of automated sensor data. These characteristic variations in individual behavior and network structure can be used to accurately predict outcomes across various different contexts. Alumni Contributors: Iolanthe Chronis and Luis Sarmenta

264. WeightMate
NEW LISTING

Kendra Markle, Lorin Wilde, Frank Moss, Alex (Sandy) Pentland, Sai T. Moturu, Orestis Gartaganis and Todd Reid Nearly one-third of the population of the United States is obese, and another one-third is overweight, resulting in significant health risks. Behavioral aspects including dietary habits, emotional states, and lack of physical exercise are the primary contributors to this phenomenon. In this project, we use smart phones to log dietary habits; track user behaviors, social interactions and emotional states; and gather the context of their actions. This information is then used to provide context-sensitive education based on trend detection, and just-in-time persuasive feedback to improve eating habits, reduce emotional eating, moderate exposure to unhealthy eating environments, and encourage better choices including greater physical activity. Social reinforcement is used to further motivate users.
Additional Human Dynamics projects For full descriptions, visit: http://www.media.mit.edu/research/31

265. Economic Decision-Making in the Wild


Coco Krumme

Rosalind W. PicardAffective Computing


How new technologies can help people better communicate, understand, and respond to affective information.

266. Affective-Cognitive Product Evaluation and Prediction of Customer Decisions


CENTER FOR FUTURE STORYTELLING

Rosalind W. Picard, Hyungil Ahn and Rana el Kaliouby Companies would like more new products to be successful in the marketplace, but current evaluation methods such as focus groups do not accurately predict customer decisions. We are developing new technology-assisted methods to try to improve the customer-evaluation process and better predict customer decisions. The new methods involve multi-modal affective measures (such as facial expression and skin conductance) together with behavioral measures, anticipatory-motivational measures, and self-report cognitive measures. These measures are combined into a novel computational model, the form of which is motivated by findings in affective neuroscience and human behavior. The model is being trained and tested with customer product evaluations and marketplace outcomes from real product launches. Ming-Zher Poh, Daniel McDuff and Rosalind W. Picard Cardiocam is a low-cost, non-contact technology for measurement of physiological signals 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 health care.

267. Cardiocam
NEW LISTING

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268. Emotion Communication in Autism

Rosalind W. Picard, Matthew Goodwin, Jackie Lee, Rich Fletcher, Kyunghee Kim and Robert Morris People who have difficulty communicating verbally (such as many people with autism) sometimes send nonverbal messages that do not match what is happening inside them. For example, a child might appear calm and receptive to learningbut have a heart rate over 120 bpm and be about to meltdown or shutdown. This mismatch can lead to misunderstandings such as "he became aggressive for no reason." We are creating new technologies to address this fundamental communication problem and enable the first long-term, ultra-dense longitudinal data analysis of emotion-related physiological signals. We hope to equip individuals with personalized tools to understand the influences of their physiological state on their own behavior (e.g., "which state helps me best maintain my attention and focus for learning?"). Data from daily life will also advance basic scientific understanding of the role of autonomic nervous system regulation in autism. Alumni Contributor: Hoda Eydgahi

269. FaceSense: Affective-Cognitive State Inference from Facial Video


CENTER FOR FUTURE STORYTELLING

Daniel McDuff, Rana el Kaliouby, Abdelrahman Nasser Mahmoud, Youssef Kashef, M. Ehsan Hoque, Matthew Goodwin and Rosalind W. Picard People express and communicate their mental statessuch as emotions, thoughts, and desiresthrough facial expressions, vocal nuances, gestures, and other non-verbal channels. We have developed a computational model that enables real-time analysis, tagging, and inference of cognitive-affective mental states from facial video. This framework combines bottom-up, vision-based processing of the face (e.g., a head nod or smile) with top-down predictions of mental-state models (e.g., interest and confusion) to interpret the meaning underlying head and facial signals over time. Our system tags facial expressions, head gestures, and affective-cognitive states at multiple spatial and temporal granularities in real time and offline, in both natural human-human and human-computer interaction contexts. The system is being made available on multiple platforms, including portable devices. Applications range from measuring people's experiences, to a training tool for autism spectrum disorders. Rich Fletcher, Matthew Goodwin, Rosalind W. Picard, Micah Eckhardt, Elliott Hedman and Ming-Zher Poh We are developing a tiny, wearable, wireless sensor platform that allows comfortable, long-term sensing of physiological information, coupled with low-cost connectivity to consumer devices including mobile phones and the XO laptop. This platform has many applications, including health monitoring for outpatients or the elderly, communication of affective information for people who are non-speaking or otherwise interested in sharing this information, education for individuals who want to learn about their own internal physiological changes during daily life, and customer-experience data gathering in mobile situations. Alumni Contributors: Hoda Eydgahi and Clayton Williams

270. iCalm (TM): Comfortable, Wearable, Wireless Bio-Sensing

271. Objective Self: Understanding Internal Responses

Rosalind W. Picard, Matthew Goodwin, Elliott Hedman and SPD Foundation How can technology help us understand ourselves better? In order to measure the physiological arousal of children with sensory challenges such as ASD and ADHD, tools were developed to help children understand and control what makes them overexcited. Using iCalm hardware, children in therapy sessions measured their arousal while eating, throwing tantrums, playing in ball pits, and making challenging choices. Beyond progressive findings in the field of occupational therapy, this research is a basis for bio-information technology: tools to help children, their parents, and their teachers better understand what is going on in their bodies in a comfortable, affordable, and adaptable way. With future work, technology will be developed to help children understand and control their own internal states. In addition, this project will go beyond childrens therapyhelping adults in various settings including business and home life.

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272. Passive Wireless Heart-Rate Sensor

Rich Fletcher and Sarang Kulkarni We have developed a low-cost device that can wirelessly detect a beating heart over a short distance (1m) and does not require any sensor placed on the person's body. This device can be used for wireless medical/health applications as well as security and safety applications, such as automobile/truck drivers as well as ATM machines. We have also created a small battery-powered version of this sensor that can be worn on a person's clothing but does not require touching the person's skin.
Additional Affective Computing projects For full descriptions, visit: http://www.media.mit.edu/research/30

273. Affect as Index


Shaundra Bryant Daily and Rosalind W. Picard

274. Affect Valence Recognition From Facial Expressions


Rana el Kaliouby, Rosalind W. Picard and Daniel McDuff

275. Affective-Cognitive Framework for Machine Learning and Decision Making


Hyungil Ahn and Rosalind W. Picard

276. Auditory Desensitization Games


Rosalind W. Picard, Matthew Goodwin and Robert Morris

277. Embedding Special Interests Into Computer-Mediated Interventions


Rosalind W. Picard and Robert Morris

278. Emotional-Social Intelligence Toolkit


Rosalind W. Picard, Rana el Kaliouby, Matthew Goodwin, Mish Madsen, Micah Eckhardt and M. Ehsan Hoque

279. Evaluation Tool for Recognition of Social-Emotional Expressions from Facial-Head Movements
Rosalind W. Picard

280. Externalization Toolkit


Rosalind W. Picard, Matthew Goodwin and Jackie Chia-Hsun Lee

281. Frame It
Rosalind W. Picard and Micah Eckhardt

282. Gestural Control of Guitar Audio Effects


Rosalind W. Picard, Robert Morris and Tod Machover

283. Girls Involved in Real-Life Sharing


Rosalind W. Picard and Shaundra Bryant Daily

284. Health Interventions Using Mobile Phones


Rich Fletcher, Rosalind Picard, Sharon Tam and Micah Ekhardt

285. Heartphones
Rosalind W. Picard and Ming-Zher Poh

286. Infant Monitoring and Communication


Rana el Kaliouby, Rich Fletcher, Matthew Goodwin and Rosalind W. Picard

287. Machine Learning and Pattern Recognition with Multiple Modalities


Hyungil Ahn and Rosalind W. Picard

288. Sensor-Enabled Measurement of Stereotypy and Arousal in Individuals with Autism


Matthew Goodwin, Clark Freifeld and Sophia Yuditskaya

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Ramesh RaskarCamera Culture


How to create new ways to capture and share visual information.

289. Bokode: Imperceptible Visual Tags for Camera-Based Interaction from a Distance 290. Coded Computational Photography
CENTER FOR FUTURE STORYTELLING

Ramesh Raskar, Ankit Mohan, Grace Woo, Shinsaku Hiura and Quinn Smithwick 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. Jaewon Kim, Ahmed Kirmani, Ankit Mohan and Ramesh Raskar Computational photography is an emerging multi-disciplinary field that is 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. Ramesh Raskar, Ahmed Kirmani and James Davis Our goal is to exploit the finite speed of light to improve image capture and scene understanding. New theoretical analysis, coupled with emerging ultra-high-speed imaging techniques, can lead to a new source of computational visual perception. We are developing the theoretical foundation for sensing and reasoning using transient light transport, and experimenting with scenarios in which transient reasoning exposes scene properties that are beyond the reach of traditional machine vision. Ramesh Raskar, Henry Holtzman, Douglas Lanman, Matt Hirsch and Yunhee Kim For 3D displays to be successful, they must be bright enough to compete with 2D displays and not diminish display resolution in plane. To date, stacked-LCD displays have employed parallax barriers, which use pinhole or bar patterns to provide view-dependent imagery. We show a prototype that adapts the imagery on both layers to multi-view 3D content, increasing brightness while maintaining in-plane resolution. This promises a future of devices with sharp 2D screens and 3D displays with full horizontal and vertical parallax. Ramesh Raskar, Rob Gens and Wei-Chao Chen 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.

291. Femtosecond Transient Imaging


CENTER FOR FUTURE STORYTELLING

292. Glasses-Free HD3DTV


NEW LISTING

293. LensChat: Sharing Photos with Strangers


CENTER FOR FUTURE STORYTELLING

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294. Theory Unifying Ray and Wavefront Lightfield Propagation

Ramesh Raskar, George Barbastathis, Tom Cuypers and Se Baek Oh 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.
Additional Camera Culture projects For full descriptions, visit: http://www.media.mit.edu/research/2356

CENTER FOR FUTURE STORYTELLING CENTER FOR FUTURE STORYTELLING

295. Community Photography


Ramesh Raskar, Kevin Chiu and Gabriel Taubin

296. Second Skin: Optical Motion Capture with Actuated Feedback


Ramesh Raskar and Dennis Miaw

297. Shield Field Imaging


Jaewon Kim

298. Vision on Tap


Ramesh Raskar and Kevin Chiu

Mitchel ResnickLifelong Kindergarten


How to engage people in creative learning experiences.

299. Computer Clubhouse

Mitchel Resnick, Natalie Rusk, Amon Millner, Chris Garrity and Robbie Berg At Computer Clubhouse after-school centers, young people (ages 10-18) from low-income commmunities 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 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: Leo Burd, Robbin Chapman, Rachel Garber, Tim Gorton, Michelle Hlubinka and Elisabeth Sylvan

300. Drawdio

Jay Silver and Mitchel Resnick Drawdio is a pencil that draws music. You can sketch musical instruments on paper and play them with your finger. Touch your drawings to bring them to lifeor collaborate through skin-to-skin contact. Drawdio works by creating electrical circuits with graphite and the human body.

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301. Hook-Ups

Amon Millner and Mitchel Resnick The Hook-Ups system is a set of technologies and activities that enables young people to create interactive experiences by programming connections between physical and digital media. With the Hook-Ups system, young people integrate sensors with a myriad of materials to create their own tangible interfaces. These interfaces control digital images and sounds in computer programs (such as games or responsive art pieces) the young people write. For example, a 10-year-old created a paper-plate-based flying saucer, added a sensor, then wrote a program to control an animation of a flying saucer on her computer screen.

302. Scratch
CENTER FOR FUTURE STORYTELLING

Mitchel Resnick, John Maloney, Andres Monroy-Hernandez, Natalie Rusk, Evelyn Eastmond, Karen Brennan, Amon Millner, Eric Rosenbaum, Jay Silver, Rita Chen, Amos Blanton and Brian Silverman Scratch is a programming language and online community that makes it easy to create interactive stories, games, animations, and simulationsand share those creations online. Scratch is designed to enhance the technological fluency of young people (ages 8 and up), helping them learn to express themselves creatively with new technologies. As they create and share Scratch projects, young people learn to think creatively, reason systematically, and work collaborativelywhile also learning important mathematical and computational ideas. Alumni Contributors: Margarita Dekoli and Tamara Stern

303. ScratchEd
CENTER FOR FUTURE STORYTELLING

Karen Brennan and Mitchel Resnick As Scratch proliferates through the world, there is a growing need to support learners. But for teachers, educators, and others who are primarily concerned with enabling Scratch learning, there is a disconnect between their needs and the resources that are presently available through the Scratch Web site. ScratchEd is an online environment for Scratch educators to share stories, exchange resources, ask questions, and find people. 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.
Additional Lifelong Kindergarten projects For full descriptions, visit: http://www.media.mit.edu/research/33

304. Singing Fingers


NEW LISTING

305. Color Code


Mitchel Resnick, Eric Rosenbaum and Jay Silver

306. Computer Clubhouse Village


Chris Garrity, Natalie Rusk and Mitchel Resnick
CENTER FOR FUTURE STORYTELLING

307. Computer Crafting


Jay Silver, Karen Brennan and Mitchel Resnick

308. DesignBlocks
Mitchel Resnick, Evelyn Eastmond, Eric Rosenbaum, Brian Silverman and Paula Bonta

309. Glowdoodle
Eric Rosenbaum
CENTER FOR FUTURE STORYTELLING

310. Jots
Eric Rosenbaum and Mitchel Resnick

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311. Mobile Scratch


John Maloney, Jay Silver, Karen Brennan, Andres Monroy-Hernandez and Mitchel Resnick
CENTER FOR FUTURE STORYTELLING

312. Say What?!


Karen Brennan, Shaundra Bryant Daily and Mitchel Resnick

313. Scratch Board


Amon Millner, Robbie Berg, John Maloney and Mitchel Resnick
CENTER FOR FUTURE STORYTELLING

314. Scratch Day


Karen Brennan and Mitchel Resnick

315. Scratch for Computer Science


John Maloney and Mitchel Resnick

316. Scratch Worlds


Eric Rosenbaum and Mitchel Resnick

317. ScratchR
Andres Monroy-Hernandez and Mitchel Resnick

318. Twinkle
Jay Silver, Eric Rosenbaum and Mitchel Resnick

319. What's Up
Chris Csikszentmihlyi, Mitchel Resnick and Leo Burd

Deb RoyCognitive Machines


How to build machines that learn to use language in human-like ways, and develop tools and models to better understand how children learn to communicate.

320. Behavior Capture from Thousands of People Online

Jeff Orkin and Deb Roy The Restaurant Game is a multiplayer simulation that captures the behavior and language of thousands of people playing the roles of wait staff and customers. We are developing machine-learning algorithms that mine game-play logs to acquire generative models of human language, behavior, and social roles. These models will power synthetic conversational characters that interact with humans in training simulations, games, and other virtual worlds. Deb Roy and Sheng-Ying (Aithne) Pao Many important decisions and interactions in everyday life are made with strangers. In these interactions, perceived trust is an important factor. As virtual interactions increase, there is less to gauge this perceived trust upon. Decisions with strangers make for a higher uncertainty in the entry stage. Such interactions introduce a need for a new way to make decisions involving privacy, ownership, and sharing. The question we ask is: How can we leverage the uncertainty of interactions between strangers to motivate trust? Deb Roy and Leo Tsourides This project is an effort to develop computer vision methodologies to perform behavioral evaluation on dyadic interactions grounded in longitudinal video recordings. The proposed system can be applied on any surveillance output, to analyze or recover event dynamics hidden on multi-agent interactions. Applications include analyzing word-learning dynamics in young children, new kinds of video retail analysis aimed at customer-associate interactions, determining dominant agents in a group, and establishing longitudinal diagnostic means for child developmental disorders.

321. Connected Strangers: Manipulating Social Perceptions to Study Trust

322. Gestalt Video Analyzer


NEW LISTING

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323. Grounding Spatial Language for Video Retrieval and Robotic Direction Following
CENTER FOR FUTURE STORYTELLING

Deb Roy, Stefanie Tellex, Nicholas Roy and Thomas Kollar Understanding spatial language is a challenging problem that requires the ability to map between language and real-world situations. We are building a spatial language understanding system that bridges this representational gap by computationally modeling the semantics of spatial prepositions. Our model enables a system to retrieve video clips that match natural language queries such as "Show me people going across the kitchen." We are also applying it to build robots that can follow natural-language directions such as "Go through the door near the elevators." By using corpus-based machine learning techniques, our model is robust to real-world noise and linguistic variation. Exploring the connection between language and the real world in concrete domains enables us to make progress towards computers that understand language in human-like ways. Deb Roy, Philip DeCamp, Rony Kubat and George Shaw HouseFly combines audio-video recordings from multiple cameras and microphones to generate an interactive, 3D reconstruction of recorded events. Developed for use with the longitudinal recordings collected by the Human Speechome Project, this software enables the user to move freely throughout a virtual model of a home and to play back events at any time or speed. In addition to audio and video, the project explores how different kinds of data may be visualized in a virtual space, including speech transcripts, person tracking data, and retail transactions. Deb Roy, Brandon Roy and Michael Frank The Speechome Corpus is the largest corpus of a single child learning language in a naturalistic setting. We have now transcribed significant amounts of the speech to support new kinds of language analysis. We are currently focusing on the child's lexical development, pinpointing "word births" and relating them to caregiver language use. Our initial results show child vocabulary growth at an unprecedented temporal resolution, as well as a detailed picture of other measures of linguistic development. The results suggest individual caregivers "tune" their spoken interactions to the child's linguistic ability with far more precision than expected, helping to scaffold language development. To perform these analyses, new tools have been developed for interactive data annotation and exploration. Sophia Yuditskaya, Kleovoulos Tsourides, Philip DeCamp, George Shaw, Matthew Goodwin and Deb Roy Collection and analysis of dense, longitudinal observational data of child behavior in natural, ecologically valid, non-laboratory settings holds significant benefits for advancing the understanding of autism and other developmental disorders. We have developed the Speechome Recordera portable version of the embedded audio/video recording technology originally developed for the Human Speechome Projectto facilitate swift, cost-effective deployment in special-needs clinics and homes. Recording child behavior daily in these settings will enable us to study developmental trajectories of autistic children from infancy through early childhood, as well as atypical dynamics of social interaction as they evolve on a day-to-day basis. Its portability makes possible potentially large-scale comparative study of developmental milestones in both neurotypical and autistic children. Data-analysis tools developed in this research aim to reveal new insights toward early detection, provide more accurate assessments of context-specific behaviors for individualized treatment, and shed light on the enduring mysteries of autism.

324. HouseFly: Immersive Video Browsing and Data Visualization


CENTER FOR FUTURE STORYTELLING

325. Speech Interaction Analysis for the Human Speechome Project

326. Speechome Recorder for the Study of Child Development Disorders

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327. Speechome Video for Retail Analysis

George Shaw, Rony Kubat, Philip DeCamp, Kenneth Jackowitz (BOA) and Deb Roy We are adapting the video data collection and analysis technology derived from the Human Speechome Project for the retail sector through real-world deployments. We are developing strategies and tools for the analysis of dense, longitudinal video data to study behavior of and interaction between customers and employees in commercial retail settings. One key question in our study is how the architecture of a retail space affects customer activity and satisfaction, and what parameters in the design of a space are operant in this causal relationship.

328. Study of Child Language Acquisition in the Human Speechome Project

Deb Roy and Soroush Vosoughi What is the relationship between the input children hear and the words they acquire? We are investigating the role of variables such as input word frequency and prosody in one child's lexical acquisition using the Human Speechome Project corpus. We are analyzing data from ages nine to 24 months, including the child's first productive use of language at about 11 months, ending at the childs active use of a vocabulary with more than 500 words.
Additional Cognitive Machines projects For full descriptions, visit: http://www.media.mit.edu/research/27

329. BlitzScribe: Speech Analysis for the Human Speechome Project


Brandon Roy and Deb Roy

330. Collective Discovery


Frank Moss, Deb Roy and Ian Eslick

331. Data-Driven Architectural Design


Rony Kubat, Kenneth Jackowitz (BOA) and Deb Roy

332. Human Speechome Project


Deb Roy, Philip DeCamp, Brandon Roy, Jethran Guinness, Rony Kubat, Stefanie Tellex and George Shaw

333. Internomics
Ed Boyden, Dan Ariely, Deb Roy, Nathan Greenslit, Sheng-Ying (Aithne) Pao, Coco Krumme, Deborah Egloff and James Barabas

334. TrackMarks: Semi-Automatic Video Annotation


Philip DeCamp and Deb Roy

Chris SchmandtSpeech + Mobility


How speech technologies and portable devices can enhance communication.

335. Back-Talk

Chris Schmandt and Andrea Colaco The living room is the heart of social and communal interactions in a home. Often present in this space is a screen: the television. When in use, this communal gathering space brings together people and their interests, and their varying needs for company, devices, and content. This project focuses on using personal devices such as mobile phones with the television; the phone serves as a controller and social interface by offering a backchannel to convey engagement, laughter, and viewer comments, and to create remote co-presence.

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336. Guiding Light

Chris Schmandt, Jaewoo Chung, Ig-Jae Kim and Kuang Xu Guiding Light is a navigation-based application that provides directions by projecting them onto physical spaces both indoors and outdoors. It enables a user to get relevant spatial information by using a mini projector in a cell phone. The core metaphor involved in this design is that of a flashlight which reveals objects in and information about the space it illuminates. For indoor navigation, Guiding Light uses a combination of e-compass, accelerometer, proximity sensors, and tags to place information appropriately. In contrast to existing heads-up displays that push information into the user's field of view, Guiding Light works on a pull principle, relying entirely on users' requests and control of information.

337. Merry Miser

Chris Schmandt and Charlie DeTar Merry Miser is a mobile application which persuades people to spend less money, and think more about their spending. By combining users' real financial transaction information, their location, and personal assessments of spending, the application presents deeply personalized and compelling interventions at the time and place when they are near an opportunity to shop. The interventions help to reinforce choices that are in the users' better long-term self interest, against short-term impulses.

338. Tin Can


NEW LISTING

Chris Schmandt, Matthew Donahoe and Drew Harry Distributed meetings present a set of challenges to staying engaged and involved. Because one person is talking at a time, it is easy (particularly for remote participants) to disengage from the meeting undetected. But non-speaking roles in a meeting can be as important as speaking ones, and if we could give non-speaking participants ways to participate, we could help support better-run meetings. The Tin Can project collects these background taskstaking notes, managing agendas, sharing relevant content, tracking to-dosin a distributed interface that uses meeting participants' phones and laptops as input devices and represents current meeting activities, by both local and remote participants. These activities are represented on a tablet computing device in the center of the table in each meeting location. By publicly representing background processes, meeting attendees have new ways to participate and be recognized for their non-verbal participation. Chris Schmandt and Matthew Donahoe Postcards are a visually pleasing way to share our location with friends and family. Traditionally we send postcards only when we go someplace special, like on vacation. What if we sent postcards everywhere we went? Wish You Were Here replaces paper postcards with a digital photo frame that automatically updates its photo as the user travels. To friends and family members, these pictures can be very meaningful because they have some expectations about where you are, while strangers can glean only very general information from them.
Additional Speech + Mobility projects For full descriptions, visit: http://www.media.mit.edu/research/26

339. Wish You Were Here


NEW LISTING

340. Conch
Chris Schmandt, Drew Harry and Judith Donath

341. Flickr This


Chris Schmandt and Dori Lin

342. Going My Way


Chris Schmandt and Jaewoo Chung

343. My Second-Bike
Chris Schmandt, Jaewoo Chung, Andrea Colaco and Kuang Xu

344. Presentation Spaces


Drew Harry, Jordan Slott and Nicole Yankelovich

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345. Sharemote: Collaborative TV


Chris Schmandt and Matthew Donahoe

David SmallDesign Ecology


How to enhance understanding, enable creativity, and ease our interactions with the technological environment.

346. Cartagen

Jeffrey Warren and David Small Cartagen is a set of tools for mapping, enabling users to view and configure live streams of geographic data in a dynamic, personally relevant way. Today's mapping software is largely based on static data sets, and neither incorporates the time dimension in its display nor provides for real-time data streams. Cartagen, built in HTML5, and viewable on mobile devices such as the iPhone and Android platforms, helps users to analyze and view shared geodata from multiple sources. Cartagen is a dynamic map renderer which employs Geographic Style Sheets (GSS), a cascading stylesheet specification for geospatial informationa decision which leverages literacy in CSS to make map styling more accessible. However, GSS is a scripting language as well, making Cartagen an ideal framework for mapping dynamic data. Applications include mapping real-time air pollution, citizen reporting, and disaster response.

347. Face the Facts


NEW LISTING

Richard The, Doug Fritz, Pattie Maes and David Small Face the Facts is an experiment in embodied data visualization. The goal is to foster understanding of abstract information that is spatially or temporarily detached from us. We hope to achieve a more personalized, evocative perception of information that would be hard to to grasp otherwise. We are creating an art installation in the 3rd floor atrium of the new Media Lab building that will augment the people wandering through it with statistical information. As an example, we are using data produced by the Media Lab, extracted from the student and faculty publications over the course of the Media Lab's rich history. Agnes Chang and David Small One of the major barriers encountered by designers and artists when programming digital media is difficulty translating mental models of interactive creations into a format and language that can be interpreted by computers. This problem arises because current software-development environments demand a sequential format for code. In contrast, Kaleido proposes a new interface that enables a user-defined, conceptual, visiospatial representation of computation that complements the traditional text-based perspective. Kaleido is a tool designed to help visual thinkers program; users can use Kaleido to create personally meaningful visuals for their code. Kaleido allows individuals to plan, organize, and navigate code in the idiosyncratic way we each think. Richard The and Doug Fritz Information that is spatially or temporarily detached from us is hard to relate to our own personal lives. In addition, we are confronted with more and more information, and we need tools to simplify and abstract this vast amount of data. Using Facebook as an example, we have created a tool for personalized data visualization. Your Facebook friends and acquaintances become stand-ins for the entire world population, and serve as a more easily comprehensible representation for this vast data set. It generates a sense of empathy and connection to what is usually a bodiless and abstract set of numbers. This project is part of the Face the Facts series, which experiments with different ways to make abstract statistical data more tangible using unusual, personalized data-visualization techniques.

348. Kaleido: Idiosyncractic Graphical Interfaces for Software Development

349. What If the World Were Your n Facebook Friends?


NEW LISTING

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Additional Design Ecology projects For full descriptions, visit: http://www.media.mit.edu/research/2447

350. Daydar: Framework for Socially Motivated Goal Fulfillment


Henry Holtzman, John Kestner and Richard The

351. Grassroots Mapping with Balloons and Kites


Jeffrey Warren

Barry VercoeMusic, Mind and Machine


How to build intelligent music systems out of interacting audio-processing agents.

352. Musicpainter

Barry Vercoe and Wu-Hsi Li Musicpainter is a networked, graphical composing environment that encourages sharing and collaboration within the composing process. It provides a social environment where users can gather and learn from each other. The approach is based on sharing and managing music creation in small and large scales. At the small scale, users are encouraged to begin composing by conceiving small musical ideas, such as melodic or rhythmic fragments, all of which are collected and made available to all users as a shared composing resource. The collection provides a dynamic source of composing material that is inspiring and reusable. At the large scale, users can access full compositions that are shared as open projects. Users can listen to and change any piece. The system generates an attribution list on the edited piece, allowing users to trace how it evolves in the environment.

353. Musicscape

Barry Vercoe and Wu-Hsi Li Musicscape is a two-dimensional, spatial music navigation interface designed for browsing large-scale sound archives. It simulates a 2D sound field by applying Head-Related Transfer Function (HRTF), and enables users to virtually walk around the sound space with a computer mouse.

354. Perceptual Sound Design

Barry Vercoe and Mihir Sarkar Sound designers, audio professionals, and musicians often spend time and energy looking for the right sound for a particular piece of music or sonic environment. Current sound synthesizers either contain numerous sound presets that are laborious to parse, or batteries of parameters to tweak without straightforward connections to one's intuitive expectation. We propose a sound retrieval and modification engine based on everyday words like "bright," warm," and "fat." The perceptual sound synthesis engine is informed by a survey of musicians and listeners worldwide and can also be customized. This system allows dynamic tagging of sound material from online libraries, and "sound sculpting" based on common verbal descriptors instead of obscure numerical parameters. Barry Vercoe and Mihir Sarkar A live music event where musicians are located remotely from each other is possible through the Internet but highly constrained by network latency. This is especially true with rhythmic music that requires tight synchrony, or in situations where musicians are separated by long distances. To overcome time delays, we propose an intelligent system that listens to the audio input at one end and synthesizes a predicted audio output at the other. In this context, we study how our musical exposure gives rise to musical anticipation. Moreover, as we admit that such prediction cannot be error-free, we aim to model the musical intentions of the performers.

355. Prediction and Intention in Network Music Performance

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356. Radio-ish Media Player

Barry Vercoe and Wu-Hsi Li How many decisions does it take before you hear a desired piece of music on your iPod? First, you are asked to pick a genre, then an artist, then an album, and finally a song. The more songs you own, the tougher the choices are. To resolve the issues, we turn the modern music player into an old analog radio tuner, the Radio-ish Media Player. No LCDs, no favorite channels, all you have is a knob that will help you surf through channel after channel accompanied by synthesized noise. Radio-ish is our attempt to revive the lost art of channel surfing in the old analog radio tuner. Let music find you: your ears will tell you if the music is right. This project is not only a retrospective design, but also our reflection on lost simplicity in the process of digitalization. A mobile phone version is also available for demo. Judith Brown Speaker identification techniques (such as a Gaussian Mixture Model (GMM) and a Hidden Markov Model, using cepstral coefficients as features) have been applied to determine the question of whether individual marine mammals can be identified by their vocalizations alone. With a dataset of four killer whales uttering sounds previously classified as belonging to call type n2, and over 10 sounds from each individual, we have found a very high success rate of 80 to 100% correct for the six pairwise comparisons and around 78% correct for identification among all four individuals. The ability to identify marine mammals from their vocalizations alone, in addition to the theoretical interest for production mechanisms, is extremely valuable in the ability to track these mammals from remote locations where visual information is not present.
Additional Music, Mind and Machine projects For full descriptions, visit: http://www.media.mit.edu/research/20

357. Speaker Identification of Marine Mammals

358. Audio Spotlight


Barry Vercoe

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