Spring 2023 Colloquia

The Art of Light and Pixels

Speaker: Blair Neal
Tuesday, April 25, 11:30am - 12:30pm MT

Abstract: Standard LCD screens, projectors, and LED video walls are only a small list of ways that digital designs and material can come to life for the public. In this art-focused talk, we'll cover a whirlwind survey of unusual display technologies like transparent screens, drone displays, lasers, and other fringe experimental technologies that each bring their own element of technological expression to presenting digital content. To help put these into context, we'll also briefly cover things like the history of large light displays, some comparisons of artistic and commercial works, and the caveats and solutions for designing content for specialized displays.

Bio: Blair Neal is an artist and creative technologist committed to making engaging experiences for people. Currently, Blair is VP of Creative Technology at Deeplocal, a creative technology and experience design company that creates interactive experiences for global brands. After graduating with his MFA in Electronic Arts from Rensselaer Polytechnic Institute in 2010, Blair helped found the experiential design agency Fake Love (acquired by the New York Times in 2016) and ran the creative tech department there until 2020. He enjoys the challenge of thoughtfully integrating cutting-edge technology with inspirational ideas to create human-centric events and experiences. He also regularly contributes to the industry by writing essays and in-depth overviews on creative technology topics. He is based in New York City.

Marking Material Interactions with Computer Vision (CHI talk preview)

Speaker: Peter Gyory
Tuesday, April 18, 11:30am - 12:30pm MT

Abstract:Electronic toolkits are the dominant platform for physical computing. However, this electronics-centered approach presents challenges when designers are making and debugging. We developed an alternative approach to physical computing that leverages computer vision (CV) markers to sense material interactions. This approach for detecting tangible interaction avoids electronic circuits and requires only a camera and computer to get started. Through a series of design studios, we probed how designers build tangible interfaces with our approach, and we assembled fifteen outcomes into an annotated portfolio. By reflecting on this portfolio, we observed that: CV markers offer versatile computational materiality for tangible interactions, afford the use of democratic physical materials for interface construction, and engage designers in embodied debugging with their own vision as a proxy for computer vision. By sharing our insights, we inform other designers and educators who seek alternative ways to facilitate physical computing and tangible interaction design.

Bio:Peter Gyory received a Bachelor of Science degree from the Rochester Institute of Technology in game design and development. After graduation, he worked for the digital agency, Sapient Razorfish, as an interactive developer. He also became an avid open-source software advocate during his time at RIT and hosts all of his personal work on Github so that others can freely build upon it. While in the ATLAS CTD program, where he received an MS in 2019, Peter focused on game development, creating games and experiences that help people both laugh and learn. He is continuing his studies as an ATLAS PhD student, working withProfessor Ellen Do.

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Digitally enhanced museum experience & cultural artifact understanding

Speaker: Markus Seidl
Tuesday, April 11, 11:30am - 12:30pm

Abstract: Digital artifacts can enhance the museum experience and computational analysis can improve the understanding of cultural artifacts. The first aspect targets the general public, whilst the latter mainly targets domain experts. The presentation will include both aspects by showing on one hand a strand of surface computing applications for museums and on the other hand the usage of computer vision and machine learning for the computational analysis of petroglyphs and mediaeval manuscripts. The surface computing applications I will show have mostly been designed and developed for young target groups and were exhibited e.g. in the Austrian National Library, the Triennale Design Museum in Milano and the Museum of Archaeology and Anthropology at Cambridge University. In the second part of the talk I will show approaches for surface segmentation, shape classification and pecking style analysis of petroglyphs as well as my most recent work dealing with mediaeval manuscripts on the topics of scribe identification and Fleuronné analysis approached with expert-in-the-loop machine learning.

Bio: Dr. Markus Seidl is an expert for computer vision and pattern recognition with an emphasis on human-in-the-loop systems. He is professor for media technology at the University of Applied Sciences St. Pölten / Austria. His main research interest is the scientific collaboration with other disciplines in various digital heritage projects. 2010-2016 he has been working with a group of archaeologists, the collaboration was awarded the Europa Nostra award for Cultural Heritage 2016. Since 2017 he works with (art) historians in the library of the Klosterneuburg Abbey on the computational analysis of medieval manuscripts.

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AI and the Writer: How Language Models Support Creative Writers

Speaker: Katy Ilonka Gero
Wednesday, April 5, 2pm - 3pm MST

Abstract: Writing underlies a vast landscape of cultural artifacts, from poetry to journalism to scientific papers. In this talk, I consider how natural language generation might assist us with these complicated kinds of writing. In particular I look at writing tasks that are constrained by some external expectation, such as the logic of a metaphor or the details of a technical topic, but also require creativity to write a sentence or paragraph that is novel, surprising, and engaging to read. I introduce a design space, based on the cognitive process model of writing, that articulates the current paradigm of writing support tools. I then present systems to support two constrained, creative writing tasks: metaphor writing and science writing. Finally, based on a qualitative study with a range of creative writers, I outline the social dynamics that modulate how writers respond to such generative writing support tools.

Bio: Katy Ilonka Gero completed her PhD in human-computer interaction at Columbia University in 2022. Her work investigates how creative writers make use of computer-generated text, as well as how to understand bias and variability in computer-generated text. Her research has been supported by a NSF Graduate Research Fellowship and the Brown Institute for Media Innovation. She has also published both traditional and computational poetry, as well as essays about computation, in venues such as Catapult, The HTML Review, and Wired. She is currently a postdoctoral fellow at Harvard University.

How Additive Manufacturing (3D Printing) is Evolving to Solve Complex Manufacturing Problem in End Use Applications

Speaker: Jeph Ruppert
Tuesday, April 4, 11:30am - 12:30pm MT

Abstract: The promise of additive manufacturing (AM) – designing and delivering end-use parts – has become a reality for many manufacturers. Because of this, more organizations are thoughtfully exploring AM for very specific applications and wanting integrated solutions that match their internal workflows. The level of innovation that is now required to allow for broader AM adoption creates a demand for multiple vendors to collaborate and innovate within the construct of unique customer production workflows. This new focus on AM production and related workflow demands presents a tremendous opportunity for innovation – not just for the organizations using AM to deliver new products but also for the AM solution providers.
During this session, we will explore how AM solutions – comprising materials, hardware, software, and services – are catalyzing innovation to address new industrial and healthcare applications. Jeph will also offer his thoughts on areas that are ripe for exploration - not only to accelerate innovation but to propel the collective industry forward.

Bio: Jeph Ruppert, Director, Application Innovation Group, 3D Systems, Specialties: Medical Devices, Direct Metal Printing
Jeph Ruppert is a director with 3D Systems’ Application Innovation Group (AIG) – a team comprised of engineers, designers and technicians that collaborates with the company’s customers to architect bespoke additive manufacturing solutions and applications. Renowned for his expertise in process control, validation and characterization using metal AM within the medical device and other critical application industries, Jeph has supported the manufacture of more than 2 million medical devices to date and more than 100 customer 510(k) and CE marks. He is a key contributor to regulatory organizations, providing guidance which is helping to shape industry standards.

Abstract colorful 3d models in Metaverse.

Metaverse Builders Panel AMA (Ask Me Anything)

Speakers: Nathalie Nunez, Yul Jorgensen, Annie Phillips and Godfrey Meyer
Tuesday, March 21, 11:30am - 12:30pm MT

Fractilians Bio: Nathalie Nunez aka Fractilians. Fractilians is currently a Facilitator For Decentraland DAO and part of the builder success team for Monaverse. She is an avid metaverse builder, educator, VR Sculpture, Avatar and Wearable Creator. She has been a Digital + Traditional Arts Educator + Graphic Designer for the past 20 years at organizations including: Hui No Eau Visual Arts Center, Women In Tech STEM program, Warehouse 21 Teen art center, Georgia Okeefe art and Leadership Program, Love Serve Remember, and. the Academy for the Love of Learning. She has also been an exhibiting artist at numerous galleries including: The Contemporary Hispanic Market in Santa Fe, Gerald Peters Gallery, Creative Capital Exhibit plus many more. She is also a contributing artist for the art collective IRL Art.

Annie Phillips Bio: Annie Phillips, founder of IRL Art, is an artist, art director, and arts advocate. She has been a digital artist since 2008; exploring the ways in which technology can create high impact experiences and build community. She's worked with over 2000 artists, stewarding their work in places like Meow Wolf Denver, the Colorado State Capitol, international conferences, and the Metaverse.

Yulteks Bio: Yul Jorgensen aka Yultek is a multimedia artist and digital designer based in Colorado. Originally a traditional artist and muralist, Yul is now focused on augmenting his works with new tools in 3D design, AR/VR, and Web3 systems, and exploring new use cases for technology in art. He is also the resident fabricator and designer for IRL Art, an artist collective based in Denver.

Godfrey Meyer Bio: Godfrey Meyer is a multi-disciplinary artist in Colorado, creating art, building worlds in XR/VR, developing automation tools for game engines, with a focus on interoperability between blockchains and digital assets.

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Prototyping in/with a world of generative AI

Speaker: Mike Kuniavsky
Tuesday, March 14, 11:30am - 12:30pm MT

Abstract: Looking beyond the hype of ChatGPT, the reality of living with powerful AI assistants is here. We as researchers, designers and technologists, have to plan for the implications of what it means to have tools that can distill all past human activities, in whatever domain, and regurgitate them in new configurations at a rate and with a level of knowledge beyond what any one person can do. This presentation aims to ask more questions than it answers and to pose more challenges than it addresses, but we have to start somewhere if we are going to engage with these technologies as tools made by and for us, rather than phantoms to be feared.

Bio: For 20+ years I have built and led cross-disciplinary teams to deliver product strategy and design for a wide range of technologies across many markets. I prefer to work with early-stage technologies to envision their impact on businesses and customers. Since 2016 I have directed the development and design of sensor-enabled packaging for adaptive logistics, cryptographic stickers for counterfeit prevention, health-sensing feminine hygiene, wraparound elder care services, and tools for predictive analytics of industrial equipment, among many other projects.

As a UX designer I create and supervise the development of successful and innovative user-centered digital technology. As a strategist, I help organizations adopt processes that produce user-centered, agile, profitable, and innovative products and services.

Expertise in: future product concept development and evaluation, design and strategy for mixed environments of connected devices + AI + cloud services, multi-device interaction, hardware and software design tools, computer vision, content-based image retrieval (CBIR), machine learning, appliance design, consumer electronics, additive and subtractive manufacturing.

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The Future of Wearable Technology

Speaker: Guido Gioberto
Tuesday, March 7, 11:30am -12:30pm MT

Abstract:“Wearable technology is generally interpreted as electronic devices with passive and/or active electronic components worn on the human body … includes devices that are equipped with sensing abilities for body movements or biosignals and computational power…Wearable devices can be distinguished by different levels of wearability: wearable devices integrated into clothing…garment-integrated sensors.”

Dr. Gioberto, Ph.D. Dissertation (2015)

Starting from my doctoral dissertation, I will introduce the definition of True Wearable Sensing. I will then compare the latest research developments that meet such definition, highlighting advantages and limitations. I will conclude my presentation with a note on where I see the future of the wearable tech industry going.

Bio: Dr. Guido Gioberto is an expert in the area of garment-integrated sensing, pertaining to wearable technology. Dr. Gioberto completed his Doctorate in Computer Science at the University of Minnesota in 2015, introducing a novel theory and approach for body sensing.

Dr. Gioberto joined the industry of wearable tech startups in 2014 with Athos (Redwood City, CA) to build a game-changing product in the field of true wearable technology: a smart garment capable of measuring muscle activation. Subsequently in 2019 dr. Gioberto joined Cipher Skin (Denver, CO) where he is today the VP of Engineering leading the development of a revolutionary proprietary garment integrated technology solution to monitor biosignals and joint angles.

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Make It While You Fake It: Stuff and Words I've Made and Said

Speaker: Aidan Chopra
Tuesday, February 21, 12:30pm - 1:30pm MT

Abstract: My favorite lunchtime talks are a combination of storytelling, pictures, and provocative ideas. Here are six things I've learned that might be of interest to other CTD weirdos like me:

Jewelry is the intersection of architecture and dentistry. How I made tiny toys out of precious metals.

Flexibility is the enemy of play. Specificity all the way! How I designed an elementary school with caves, moats, ziggurats, and sleeping dragons.

Education is the purest form of evangelism, and evangelism is the purest form of entertainment. How I built a cardboard airplane and ended up autographing a $5000 laptop.

"3X Liq Pref" is a dirty word, but not for the reasons you think. How I raised startup money without lying.

Understanding something too well is the best way to teach it badly. How I finally understood refactoring by rebuilding Wordle for my mom.

Televised humiliation is a good marketing strategy, as long as you bring a kid. How I won on Shark Tank by losing on Shark Tank.

Bio: Aidan Chopra, After earning a BFA, Aidan moved on to an M.Arch, where his thesis dealt with the intersection between play, learning, and physical space. Aidan then joined SketchUp, which was acquired by Google in 2006. He became the Product Evangelist, writing SketchUp For Dummies and traveling the world to spread the word about 3D modeling for everyone. These days, Aidan is Chief Creative Officer and a co-founder at Bitsbox, which teaches kids about computer science and the awesomeness of making stuff with code.

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Jacdac: Service-based Prototyping of Embedded Systems Thomas Ball, Microsoft Research

Speaker: Tom Ball
Tuesday, February 21, 11:30am - 12:30pm MT

Abstract:The traditional approach to programming embedded systems is monolithic: firmware on a microcontroller contains both application code and the drivers needed to communicate with sensors and actuators, using low-level protocols such as I2C, SPI and RS232. In comparison, software development for the cloud has moved to a service-based development and operation paradigm: a service provides a discrete unit of functionality that can be accessed remotely by an application program, or other service, but independently managed and updated.

We propose, design, implement and evaluate a service-based approach to prototyping embedded systems called. With Jacdac, each sensor/actuator in a system is paired with a low-cost microcontroller that advertises the services that represent the functionality of the underlying hardware over an efficient and low-cost wire protocol (bus). A separate microcontroller executes the user's application program, which is a client of the Jacdac services on the bus.

Our evaluation shows that Jacdac supports a service-based abstraction for sensors/actuators at low cost and reasonable performance, with many benefits for prototyping: ease of use via the automated discovery of devices and their capabilities, substitution of same-service devices for each other, as well as high-level programming, monitoring, and debugging. We also report on the experience of bringing Jacdac to commercial availability via a third-party manufacturer, as well as using Jacdac for self-programming of the micro:bit V2 with.

Joint work with James Devine, Peli de Halleux, Steve Hodges, and Michal Moskal.

Bio: is a 30-year veteran of industrial research labs (AT&T/Lucent Bell Laboratories, 1993-1999; Microsoft Research, MSR, 1999-present). At Microsoft, he cofounded the influential software model-checking project in 2000, which led to the creation of the Static Driver Verifier tool for finding defects in Windows device drivers. Tom is a 2011 ACM Fellow for ‘contributions to software analysis and defect detection’ for this work. As a manager in MSR for 15+ years, he nurtured research areas such as automated theorem proving, program testing/verification and empirical software engineering, and their application to industrial software engineering problems. Since 2015, Tom led Microsoft team that helped bring the to market (over 6 million distributed worldwide to date) and established the platform for supporting CS education efforts. Most recently, he has worked on, a new plug-and-play system for prototyping with microcontroller-based technology, now commercially available, and, a simplified programming environment designed to make the micro:bit accessible to more people.

Multimodal Systems to Support Flexible and Accessible Creativity

Speaker: Josh Urban Davis
Tuesday, February 14, 11:30am - 12:30pm MT

Abstract: Emerging technologies have given us a whole host of new ways for people to be creative, but how can we ensure that these new modalities are accessible to everyone, even those who aren’t able bodied? In this talk, I will outline a social, divergent, and mutable model of creativity and demonstrate how multimodal systems can support these characteristics. I will then probe how our machines support, direct, or inhibit this mode of problem solving through 3 novel multimodal prototype interfaces and discuss how these systems support creativity for people who may otherwise be excluded. We will explore how multimodal systems allow people to interact according to their preferences and abilities, and how this flexibility creates space for accessible, rich, and creative computing. This includes discussing what we can learn about creativity by engaging people with disabilities in co-design, and how supporting this model of problem solving is imperative for designing future system interfaces that are inclusive and usable by all people.

Bio: Josh Urban Davis is an American designer and engineer from Texas whose research interests span a wide spectrum of topics in human-computer interaction (HCI) and graphics with a specific emphasis on generative design, novel creativity support tools, and inclusive technologies. His research publications have won several best paper (C&C, ASSETS) and honorable mention awards (CHI), as well as awards from the Neukom Institute for outstanding research. Davis' recent creative projects explore the relationship between emerging technologies, social relationships, and identity. Recently, his work has received a grant from the Queer Arts Council and been featured in the Queer Futures Journal by 3oC. Selected work has been exhibited at Grey Area Foundation for the Arts (San Francisco, California), D!iverseWorks (Houston, Texas), tensiON Lab (Brooklyn, NY), the Blaffer Art Museum (Houston, Texas), Chandler Center for the Arts (Randolph, Vermont), and was featured in collaboration with the New School as part of the Venice Architecture Biennale in 2021. He currently lives in Oakland, CA with his cat, Nocturne, where he is pursuing a PhD in computer sciences at Dartmouth.

How alternative are alternative videogame controllers? Reflecting on game design hegemony via non-conventional interfacing

Speaker: Enric Granzotto Llagosstera
Tuesday, February 7, 11:30am - 12:30pm MT

Abstract: Alternative game controllers (or “altctrls”) involve the use of non-conventional interfaces for games. This is a shifting mix that ranges from crafting original devices to reappropriating and remixing existing ones, proposing novel ways of engaging with play. As a movement, it has gained momentum via game jams, exhibitions, festivals and other specialized events. Altctrls present a crossroads from which to imagine and experiment with alternatives to the materials, conditions, and processes of gameplay. They are often romanticized as frontiers of game design innovation and creativity. I argue it is necessary to question their alterity politically, interrogating how they push (or not) at the forms of hegemony in games. In this talk, I discuss my ongoing doctoral research work on altctrl game design practices and what are some key political possibilities around them. Specifically, I will focus on questions of designing for alternative circulation models which impact both games and game-making, touching on tools, practices and conditions of game design.

Bio: Enric Granzotto Llagostera is a game designer and researcher from São Paulo, Brazil.
He is currently a visiting scholar and lecturer at CU Vlogƽ and creative in residence at the Whaaat?! Lab, as well as a PhD candidate at Concordia University, Montreal, Canada. He studies alternative game controllers as a game making practice, and how it can foster reflection and support engagement with political critique. His alternative controller game Cook Your Way (2019), about commodification of culture and immigration systems, has been exhibited at major game festivals and art exhibitions. Enric has a background in programming and social communication and a keen interest in experimental and DIY play devices, community organizing, and public play. Enric has previously worked as a lecturer, teaching about game development. He has completed a MSc in Games at the IT University of Copenhagen, Denmark, and a Bachelor’s degree in Media Studies at the State University of Campinas, Brazil.

Jim Castagneri "Census Data Basics"

Speaker: Jim Castagneri
Tuesday, January 31, 11:30am - 12:30pm MT

Abstract: The U.S. Census Bureau is the nation’s factfinder for the people and economy of America. Each month, the Bureau conducts dozens of surveys on a wide variety of demographic and social issues. This presentation will cover basic census geography and the content of the Bureau’s two flagship data products: The 2020 Decennial Census, and the American Community Survey or ACS.

Bio: Jim Castagneri is a Denver-based Geographer at the U.S. Census Bureau with over 37 years’ experience. He conducts geographic programs and outreach for twelve states from Canada to Mexico. Early in his career, Jim was involved in the creation of the TIGER system. Jim currently specializes in census statistical geography and Geographic Information Systems.

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Inspiration from Traditional Chinese Crafts

Speaker: Ruhan Yang
Tuesday, January 24, 11:30am - 12:30pm MT

Abstract: This talk discusses the inspiration that can be found in traditional Chinese crafts, such as paper crafts, bamboo weaving, embroidery, and more. There will be three short hands-on activities during the session. The purpose of the talk is to encourage everyone to learn more about these traditional crafts, to appreciate the cultural significance they hold, and to see how they can be combined with modern techniques.

Bio: Ruhan Yang is a PhD student from ACME Lab. Ruhan's work focuses on making STEM education accessible and fun, she designs toys for all ages and has a passion for traditional Chinese crafts and culture. Her most recent work is the Yanji Paper Robot Building Kit, which combines the ancient art of paper folding, modular furniture techniques, and modern engineering.

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