Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Hayes Solos Raffle is active.

Publication


Featured researches published by Hayes Solos Raffle.


human factors in computing systems | 2010

Family story play: reading with young children (and elmo) over a distance

Hayes Solos Raffle; Rafael Ballagas; Glenda Revelle; Hiroshi Horii; Sean Follmer; Janet Go; Emily Reardon; Koichi Mori; Joseph 'Jofish' Kaye; Mirjana Spasojevic

We introduce Family Story Play, a system that supports grandparents to read books together with their grandchildren over the Internet. Family Story Play is designed to improve communication across generations and over a distance, and to support parents and grandparents in fostering the literacy development of young children. The interface encourages active child participation in the book reading experience by combining a paper book, a sensor-enhanced frame, video conferencing technology, and video content of a Sesame Street Muppet (Elmo). Results with users indicate that Family Story Play improves child engagement in long-distance communication and increases the quality of interaction between young children and distant grandparents. Additionally, Family Story Play encourages dialogic reading styles that are linked with literacy development. Ultimately, reading with Family Story Play becomes a creative shared activity that suggests a new kind of collaborative story telling.


Autism | 2010

Social benefits of a tangible user interface for children with Autistic Spectrum Conditions

William Farr; Nicola Yuill; Hayes Solos Raffle

Tangible user interfaces (TUIs) embed computer technology in graspable objects. This study assessed the potential of Topobo, a construction toy with programmable movement, to support social interaction in children with Autistic Spectrum Conditions (ASC). Groups of either typically developing (TD) children or those with ASC had group play sessions with Topobo and with LEGOTM. We recorded the extent and sequence of different categories of play during these sessions. For both participant groups, there were more social forms of play with Topobo than with LEGOTM. More solitary play occurred for LEGOTM and more parallel play occurred with Topobo. Topobo was also associated with more time in onlooker and cooperative play in TD. Finally, we observed differences in play sequences between TD and ASC children, and discuss how different play materials might produce specific patterns of play in these two groups.


human factors in computing systems | 2011

Hello, is grandma there? let's read! StoryVisit: family video chat and connected e-books

Hayes Solos Raffle; Glenda Revelle; Koichi Mori; Rafael Ballagas; Kyle Buza; Hiroshi Horii; Joseph 'Jofish' Kaye; Kristin Cook; Natalie Freed; Janet Go; Mirjana Spasojevic

StoryVisit allows children and long-distance adults to experience a sense of togetherness by reading childrens story books together over a distance. StoryVisit combines video conferencing and connected books: remote grown-up and child readers can see and hear each other, and can also see and control the same e-book. We report on research with 61 families - over 200 users including parents, children and long-distance readers - who used StoryVisit in their homes with a long-distance reader for at least one reading session. In addition, we report qualitative findings regarding nineteen of the families who participated in telephone interviews and four families who were monitored and interviewed by researchers at home. Results show that connected e-book video chat sessions last about five times as long as the typical video chats reported in previous research on families with young children. Moreover, the addition of an animated character increased session lengths by another 50%. StoryVisit usage peaked for families with three year olds, showing that sustained distance interactions with very young children are possible if communication technologies incorporate joint activities that engage children and adults.


human factors in computing systems | 2003

Super cilia skin: an interactive membrane

Hayes Solos Raffle; Mitchell W. Joachim; James Tichenor

In this paper we introduce Super Cilia Skin, a new approach for integrating haptic and visual communication. Super Cilia Skin is conceived as a computationally enhanced membrane coupling tactile input with tactile and visual output. We present the design of our prototype, an array of individual actuators (cilia) that use changes in orientation to display images or physical gestures. We discuss ongoing research to develop tactile input capabilities and we present examples of how it can enrich interpersonal communication and childrens learning.


human factors in computing systems | 2008

Topobo in the wild: longitudinal evaluations of educators appropriating a tangible interface

Amanda J. Parkes; Hayes Solos Raffle; Hiroshi Ishii

What issues arise when designing and deploying tangibles for learning in long term evaluations? This paper reports on a series of studies in which the Topobo system, a 3D tangible construction kit with the ability to record and playback motion, was provided to educators and designers to use over extended periods of time in the context of their day-to-day work. Tangibles for learning - like all educational materials - must be evaluated in relation both to the student and the teacher, but most studies of tangibles for learning focus on the student as user. Here, we focus on the conception of the educator, and their use of the tangible interface in the absence of an inventor or HCI researcher. The results of this study identify design and pedagogical issues that arise in response to distribution of a tangible for learning in different educational environments.


interaction design and children | 2011

Sticking together: handcrafting personalized communication interfaces

Natalie Freed; Jie Qi; Adam Setapen; Cynthia Breazeal; Leah Buechley; Hayes Solos Raffle

We present I/O Stickers, adhesive sensors and actuators that children can use to handcraft personalized remote communication interfaces. By attaching I/O Stickers to special wirelessly connected greeting cards, children can invent ways to communicate with long-distance loved ones. Children decorate these cards with their choice of craft materials, creatively expressing themselves while making a functioning interface. The low-bandwidth connections -- simple actuators that change as the sensor stickers are manipulated -- leave room not only to design the look and function of the card, but also to decide how to interpret the information transmitted. We aim to empower children to implement ideas that would otherwise require advanced electronics knowledge. In addition, we hope to support creative learning about communication and to make keeping in touch playful and meaningful. In this paper, we describe the design of the I/O Stickers, analyze a variety of artifacts children have created, and explore future directions for the toolkit.


human factors in computing systems | 2008

The sound of touch: physical manipulation of digital sound

David Merrill; Hayes Solos Raffle; Roberto Aimi

The Sound of Touch is a new tool for real-time capture and sensitive physical stimulation of sound samples using digital convolution. Our hand-held wand can be used to (1) record sound, then (2) play back the recording by brushing, scraping, striking or otherwise physically manipulating the wand against physical objects. During playback, the recorded sound is continuously filtered by the acoustic interaction of the wand and the material being touched. The Sound of Touch enables a physical and continuous sculpting of sound that is typical of acoustic musical instruments and interactions with natural objects and materials, but not available in GUI-based tools or most electronic music instruments. This paper reports the design of the system and observations of thousands of users interacting with it in an exhibition format. Preliminary user feedback suggests future applications to foley, professional sound design, and musical performance.


acm multimedia | 2011

Interactive rich reading: enhanced book reading experience with a conversational agent

Koichi Mori; Rafael Ballagas; Glenda Revelle; Hayes Solos Raffle; Hiroshi Horii; Mirjana Spasojevic

In this work, we introduce Interactive Rich Reading, a new enhanced book experience designed to run on smartphones and a tablet device. Interactive Rich Reading is characterized by a video-based conversational agent that asks questions or makes comments about the current page and is specifically designed to promote engagement with the contents of childrens books. We use video compositing techniques to overlay the conversational agent directly over the book contents, creating a magical experience for children by bringing the book to life. We describe technical issues related to enabling this experience on mobile platforms for easier adoption of this technique by other researchers and practitioners.


IEEE Pervasive Computing | 2010

Story Time for the 21st Century

Rafael Ballagas; Hayes Solos Raffle; Janet Go; Glenda Revelle; Joseph 'Jofish' Kaye; Morgan G. Ames; Hiroshi Horii; Koichi Mori; Mirjana Spasojevic

Family Story Play is an interactive book-reading system designed for two-to-four-year-olds that couples videoconferencing with paper books and interactive content to support grandparents reading together with their grandchildren over the Internet. The Story Play system is designed to improve the amount and quality of interaction between children and distant grandparents by shifting interactions from conversation to shared activities. Ethnographic methods provide a rich understanding of current family practices. Findings from this research help the authors articulate the design rationale behind Story Play and express opportunities in a broader design space for family communication.


conference on computability in europe | 2014

Electric Agents: Combining Collaborative Mobile Augmented Reality and Web-Based Video to Reinvent Interactive Television

Glenda Revelle; Emily Reardon; Kristin Cook; Lori Takeuchi; Rafael Ballagas; Koichi Mori; Hiroshi Horii; Hayes Solos Raffle; Maria Sandberg; Mirjana Spasojevic

Electric Agents is a transmedia game that presents new ways for children to actively engage with television content. A typical-looking educational television show transforms into an interactive game in which children collaborate through a mobile augmented reality experience to find and collect vocabulary words that are missing from the show. The players return the words to the show by throwing them back into the television using their mobile devices. This blend of a linear video narrative and an interactive game strives to make educational television content more engaging and participatory while fostering collaborative play with vocabulary words. We describe the technical implementation to support this collaborative mobile augmented reality experience and report findings from a pilot user study. Results demonstrate patterns of collaborative activity, scaffolded learning, and parasocial relationships that have been linked in previous literature to educational benefits.

Collaboration


Dive into the Hayes Solos Raffle's collaboration.

Top Co-Authors

Avatar
Top Co-Authors

Avatar

Hiroshi Ishii

Massachusetts Institute of Technology

View shared research outputs
Top Co-Authors

Avatar
Top Co-Authors

Avatar
Top Co-Authors

Avatar

Thad Starner

Georgia Institute of Technology

View shared research outputs
Researchain Logo
Decentralizing Knowledge