Papers by Theresa J Tanenbaum
Proceedings of the extended abstracts of the 32nd annual ACM conference on Human factors in computing systems - CHI EA '14, 2014
ABSTRACT In this workshop we propose to explore issues around big data, data privacy, visualizati... more ABSTRACT In this workshop we propose to explore issues around big data, data privacy, visualization, sensing, surveillance, and counter-surveillance, through a team-based Critical Making hackathon.
interactions, 2013
ABSTRACT Demo Hour highlights new prototypes and projects that exemplify innovation and novel for... more ABSTRACT Demo Hour highlights new prototypes and projects that exemplify innovation and novel forms of interaction. Audrey Desjardins, Editor
Proceedings of the extended abstracts of the 32nd annual ACM conference on Human factors in computing systems - CHI EA '14, 2014
ABSTRACT In this workshop we propose to explore issues around big data, data privacy, visualizati... more ABSTRACT In this workshop we propose to explore issues around big data, data privacy, visualization, sensing, surveillance, and counter-surveillance, through a team-based Critical Making hackathon.
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction - TEI '14, 2015
User Modeling and User-Adapted Interaction, 2013
Bulletin of Science, Technology & Society, 2012
Abstract Digital games have matured substantially as a narrative medium in the last decade. Howev... more Abstract Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarly and vernacular communities. We follow the classic humanities methodology of “close- ...
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '13, 2013
Lecture Notes in Computer Science, 2013
This paper presents an empirical study that provides support for the use of enactment in storytel... more This paper presents an empirical study that provides support for the use of enactment in storytelling systems. The overall goal of our research is to facilitate the authoring of stories by children, aged 8 to 10 years. Our findings show that story enactment results in positive effects on the child's storytelling, but only through the mediation of imagination during enactment. Only imaginative enactments support better storytelling. Based on our results, we make a case for enactment as an effective motivator, interface and cognitive tool for children going through a period of development called the Fourth-grade Slump, and we propose the concept of performative authoring for the design of interactive storytelling systems for children.
DIY, hacking, and craft have recently drawn attention in HCI and CSCW, largely as a collaborative... more DIY, hacking, and craft have recently drawn attention in HCI and CSCW, largely as a collaborative and creative hobbyist practice. We shift the focus from the recreational elements of this practice to the ways in which it democratizes design and manufacturing. This democratized technological practice, we argue, unifies playfulness, utility, and expressiveness, relying on some industrial infrastructures while creating demand for new types of tools and literacies. Thriving on top of collaborative digital systems, the Maker movement both implicates and impacts professional designers. As users move more towards personalization and reappropriation, new design opportunities are created for HCI.
Research into the effects of serious games often engages with interdisciplinary models of how hum... more Research into the effects of serious games often engages with interdisciplinary models of how human behaviors are shaped and changed over time. To better understand these different perspectives we articulate three cognitive models of behavior change and consider the potential of these models to support a deeper understanding of behavior change in serious games. Two of these models -- Information Deficit and Procedural Rhetoric -- have already been employed in the design of serious games, while the third -- Emergent Dialogue -- is introduced from the field of Environmental Studies. We situate this discussion within a context of designing games for public engagement with issues of environmental sustainability.
ABSTRACT In this short paper we describe a prototype Tangible User Interface (TUI) for interactiv... more ABSTRACT In this short paper we describe a prototype Tangible User Interface (TUI) for interactive storytelling that explores the semantic properties of tangible interactions using the fictional notion of psychometry as inspiration. The Reading Glove uses a wearable RFID reader to allow a reader to explore a narrative via the physical exploration of a set of RFID tagged objects.
This book constitutes the refereed proceedings of the 4th International Conference on Interactive... more This book constitutes the refereed proceedings of the 4th International Conference on Interactive Digital Storytelling, ICIDS 2011, held in Vancouver, Canada, in November/December 2011. The 17 full papers, 14 short papers and 16 poster papers were carefully reviewed and selected from 72 paper and poster submissions. In addition, the volume includes 6 workshops descriptions. The full and short papers have been organized into the following topical sections: interactive storytelling theory, new authoring modes, ...
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Papers by Theresa J Tanenbaum