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Dive into the research topics where Michael S. Horn is active.

Publication


Featured researches published by Michael S. Horn.


human factors in computing systems | 2008

Reality-based interaction: a framework for post-WIMP interfaces

Robert J. K. Jacob; Audrey Girouard; Leanne M. Hirshfield; Michael S. Horn; Orit Shaer; Erin Treacy Solovey; Jamie Zigelbaum

We are in the midst of an explosion of emerging human-computer interaction techniques that redefine our understanding of both computers and interaction. We propose the notion of Reality-Based Interaction (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Based on this concept of RBI, we provide a framework that can be used to understand, compare, and relate current paths of recent HCI research as well as to analyze specific interaction designs. We believe that viewing interaction through the lens of RBI provides insights for design and uncovers gaps or opportunities for future research.


human factors in computing systems | 2009

Comparing the use of tangible and graphical programming languages for informal science education

Michael S. Horn; Erin Treacy Solovey; R. Jordan Crouser; Robert J. K. Jacob

Much of the work done in the field of tangible interaction has focused on creating tools for learning; however, in many cases, little evidence has been provided that tangible interfaces offer educational benefits compared to more conventional interaction techniques. In this paper, we present a study comparing the use of a tangible and a graphical interface as part of an interactive computer programming and robotics exhibit that we designed for the Boston Museum of Science. In this study, we have collected observations of 260 museum visitors and conducted interviews with 13 family groups. Our results show that visitors found the tangible and the graphical systems equally easy to understand. However, with the tangible interface, visitors were significantly more likely to try the exhibit and significantly more likely to actively participate in groups. In turn, we show that regardless of the condition, involving multiple active participants leads to significantly longer interaction times. Finally, we examine the role of children and adults in each condition and present evidence that children are more actively involved in the tangible condition, an effect that seems to be especially strong for girls.


ubiquitous computing | 2012

Tangible interaction and learning: the case for a hybrid approach

Michael S. Horn; R. Jordan Crouser; Marina Umaschi Bers

Research involving tangible interaction and children has often focused on how tangibles might support or improve learning compared to more traditional methods. In this paper, we review three of our research studies involving tangible computer programming that have addressed this question in a variety of learning environments with a diverse population of children. Through these studies, we identify situations in which tangible interaction seems to offer advantages for learning; however, we have also identify situations in which tangible interaction proves less useful and an alternative interaction style provides a more appropriate medium for learning. Thus, we advocate for a hybrid approach—one that offers teachers and learners the flexibility to select the most appropriate interaction style to meet the needs of a specific situation.


tangible and embedded interaction | 2007

Designing tangible programming languages for classroom use

Michael S. Horn; Robert J. K. Jacob

This paper describes a new technique for implementing educational programming languages using tangible interface technology. It emphasizes the use of inexpensive and durable parts with no embedded electronics or power supplies. Students create programs in offline settings---on their desks or on the floor---and use a portable scanning station to compile their code. We argue that languages created with this approach offer an appealing and practical alternative to text-based and visual languages for classroom use. In this paper we discuss the motivations for our project and describe the design and implementation of two tangible programming languages. We also describe an initial case study with children and outline future research goals.


human factors in computing systems | 2007

Tangible programming in the classroom with tern

Michael S. Horn; Robert J. K. Jacob

This interactivity demonstrates Tern, a tangible programming language for middle school and late elementary school students. Tern consists of a collection of wooden blocks shaped like jigsaw puzzle pieces. Children connect these blocks to form physical computer programs, which may include action commands, loops, branches, and subroutines. With Tern we attempt to provide the ability for teachers to conduct engaging programming activities in their classrooms, even if there are only one or two computers available. In designing Tern, we focused on creating an inexpensive, durable, and practical system for classroom use.


human factors in computing systems | 2012

Omnipedia: bridging the wikipedia language gap

Patti Bao; Brent J. Hecht; Samuel H. Carton; Mahmood Quaderi; Michael S. Horn; Darren Gergle

We present Omnipedia, a system that allows Wikipedia readers to gain insight from up to 25 language editions of Wikipedia simultaneously. Omnipedia highlights the similarities and differences that exist among Wikipedia language editions, and makes salient information that is unique to each language as well as that which is shared more widely. We detail solutions to numerous front-end and algorithmic challenges inherent to providing users with a multilingual Wikipedia experience. These include visualizing content in a language-neutral way and aligning data in the face of diverse information organization strategies. We present a study of Omnipedia that characterizes how people interact with information using a multilingual lens. We found that users actively sought information exclusive to unfamiliar language editions and strategically compared how language editions defined concepts. Finally, we briefly discuss how Omnipedia generalizes to other domains facing language barriers.


human factors in computing systems | 2007

Reality-based interaction: unifying the new generation of interaction styles

Robert J. K. Jacob; Audrey Girouard; Leanne M. Hirshfield; Michael S. Horn; Orit Shaer; Erin Treacy Solovey; Jamie Zigelbaum

We are in the midst of an explosion of emerging human-computer interaction techniques that have redefined our understanding of both computers and interaction. We propose the notion of Reality-Based Interaction (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Through RBI we are attempting to provide a framework that can be used to understand, compare, and relate current paths of HCI research. Viewing interaction through the lens of RBI can provide insights for designers and allows us to find gaps or opportunities for future development. Furthermore, we are using RBI to develop new evaluation techniques for features of emerging interfaces that are currently unquantifiable.


interaction design and children | 2008

Tangible programming and informal science learning: making TUIs work for museums

Michael S. Horn; Erin Treacy Solovey; Robert J. K. Jacob

In this paper we describe the design and initial evaluation of a tangible computer programming exhibit for children on display at the Boston Museum of Science. We also discuss five design considerations for tangible interfaces in science museums that guided our development and evaluation. In doing so, we propose the notion of passive tangible interfaces. Passive tangibles serve as a way to address practical issues involving tangible interaction in public settings and as a design strategy to promote reflective thinking. Results from our evaluation indicate that passive tangibles can preserve many of the benefits of tangible interaction for informal science learning while remaining cost-effective and reliable.


tangible and embedded interaction | 2007

The tangible video editor: collaborative video editing with active tokens

Jamie Zigelbaum; Michael S. Horn; Orit Shaer; Robert J. K. Jacob

In this paper we introduce the Tangible Video Editor (TVE), a multi-user, tangible interface for sequencing digital video. We present a new approach to tabletop interaction by using multiple handheld computers embedded in plastic tokens. Drawing from the rich physical experience of tradition film editing techniques we designed the TVE to engage multiple users in a collaborative process and encourage the exploration of narrative ideas. We used active tokens to provide a malleable interface, enabling users to organize the interface components in unspecified ways. Our implementation improves upon common projection-based tabletop interfaces in a number of ways including a design for use beyond dedicated two dimensional spaces and a naturally scaling screen resolution.


IEEE Transactions on Visualization and Computer Graphics | 2012

The DeepTree Exhibit: Visualizing the Tree of Life to Facilitate Informal Learning

Florian Block; Michael S. Horn; Brenda Caldwell Phillips; Judy Diamond; Evelyn Margaret Evans; Chia Shen

In this paper, we present the DeepTree exhibit, a multi-user, multi-touch interactive visualization of the Tree of Life. We developed DeepTree to facilitate collaborative learning of evolutionary concepts. We will describe an iterative process in which a team of computer scientists, learning scientists, biologists, and museum curators worked together throughout design, development, and evaluation. We present the importance of designing the interactions and the visualization hand-in-hand in order to facilitate active learning. The outcome of this process is a fractal-based tree layout that reduces visual complexity while being able to capture all life on earth; a custom rendering and navigation engine that prioritizes visual appeal and smooth fly-through; and a multi-user interface that encourages collaborative exploration while offering guided discovery. We present an evaluation showing that the large dataset encouraged free exploration, triggers emotional responses, and facilitates visitor engagement and informal learning.

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Uri Wilensky

Northwestern University

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Judy Diamond

University of Nebraska State Museum

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