Hostname: page-component-cd9895bd7-p9bg8 Total loading time: 0 Render date: 2024-12-26T09:34:26.041Z Has data issue: false hasContentIssue false

Play-it-by-eye! Collect movies and improvise perspectives with tangible video objects

Published online by Cambridge University Press:  17 June 2009

Cati Vaucelle
Affiliation:
MIT Media Laboratory, Cambridge, Massachusetts, USA
Hiroshi Ishii
Affiliation:
MIT Media Laboratory, Cambridge, Massachusetts, USA

Abstract

We present an alternative video-making framework for children with tools that integrate video capture with movie production. We propose different forms of interaction with physical artifacts to capture storytelling. Play interactions as input to video editing systems assuage the interface complexities of film construction in commercial software. We aim to motivate young users in telling their stories, extracting meaning from their experiences by capturing supporting video to accompany their stories, and driving reflection on the outcomes of their movies. We report on our design process over the course of four research projects that span from a graphical user interface to a physical instantiation of video. We interface the digital and physical realms using tangible metaphors for digital data, providing a spontaneous and collaborative approach to video composition. We evaluate our systems during observations with 4- to 14-year-old users and analyze their different approaches to capturing, collecting, editing, and performing visual and sound clips.

Type
Research Article
Copyright
Copyright © Cambridge University Press 2009

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

References

REFERENCES

Ackerman, D. (1990). A Natural History of the Senses. New York: Random House.Google Scholar
Ackermann, E. (1996). Perspective taking and object construction. In Constructionism in Practice (Kafai, Y.B., & Resnick, M., Eds.), pp. 2536. Mahwah, NJ: Erlbaum.Google Scholar
Ackermann, E. (2004). Constructing knowledge and transforming the world. In The Future of Learning (Tokoro, M., & Steels, L., Eds.), pp. 1535. Amsterdam: IOS Press.Google Scholar
Ananny, M. (2002). Supporting children's collaborative authoring: practicing written literacy while composing oral texts. Proc. CSCL 2002.Google Scholar
Brosterman, N. (1997). Inventing Kindergarten. New York: Harry N. Abrams.Google Scholar
Cassell, J., & Ryokai, K. (2001). Making space for voice: technologies to support children's fantasy and storytelling. Personal Technologies 5 ( 3), 203224.Google Scholar
Dietz, P., & Leigh, D. (2001). DiamondTouch: a multi-user touch technology. Proc. UIST ’01, pp. 219226. New York: ACM Press.Google Scholar
Fein, G.G. (1979). Play and the acquisition of symbols. In Katz, L. (Ed.), Current Topics in Early Childhood Education, Vol. 2, pp. 211212. Norwood, NJ: Ablex.Google Scholar
Frei, P., Su, V., Mikhak, B., & Ishii, H. (2000). Curlybot: designing a new class of computational toys. Proc. CHI ’00, pp. 129136. New York: ACM Press.CrossRefGoogle Scholar
Greimas, A.J., & Courtès, L. (1979). Sémiotique—Dictionnaire Raisonné de la Théorie du Langage I. Paris: Hachette.Google Scholar
Harel, I., & Papert, S. (1991). Constructionism. Norwood, NJ: Ablex.Google Scholar
Henderson, A., Pehoski, C., & Murray, E. (1991). Visual–spatial abilities. In Sensory Integration (Bundy, A.C., Lane, S.J., & Murray, E.A., Eds.), pp. 123140. Philadelphia, PA: F.A. Davis.Google Scholar
Holmquist, L.E., Redström, J., & Ljungstrand, P. (1999). Token based access to digital information. Proc. Handheld and Ubiquitous Computing, Lecture Notes in Computer Science, pp. 234245. Springer: Berlin.CrossRefGoogle Scholar
Jacob, R.J., Ishii, H., Pangaro, G., & Patten, J. (2002). A tangible interface for organizing information using a grid. Proc. CHI ’02, pp. 339346. New York: ACM Press.CrossRefGoogle Scholar
Johnson, M.P., Wilson, A., Blumberg, B., Kline, C., & Bobick, A. (1999). Sympathetic interfaces: using a plush toy to direct synthetic characters. Proc. CHI ’99, pp. 152158. New York: ACM Press.CrossRefGoogle Scholar
Labrune, J.B., & Mackay, W. (2005). Tangicam: exploring observation tools for children. Proc. IDC ’05, pp. 95102. New York: ACM Press.Google Scholar
Landry, B.M. (2008). Storytelling with digital photographs: supporting the practice, understanding the benefit. Proc. CHI ’08, pp. 26572660. New York: ACM Press.Google Scholar
Lew, M. (2003). Office voodoo: a real-time editing engine for an algorithmic sitcom. Proc. SIGGRAPH ’03, New York: ACM Press.Google Scholar
Lew, M. (2004). Live cinema: an instrument for cinema editing as a live performance. Proc. SIGGRAPH ’04, New York: ACM Press.Google Scholar
Mazalek, A., & Davenport, G. (2003). A tangible platform for documenting experiences and sharing multimedia stories. Proc. ETP ’03, pp. 105109. New York: ACM Press.Google Scholar
Michelon, P., & Zacks, J. (2006). Two kinds of visual perspective taking. Perception and Psychophysics 68 (2).Google Scholar
Montemayor, J., Druin, A., Chipman, G., Farber, A., & Guha, M. (2004). Storyrooms and playsets: tools for children to create physical interactive storyrooms. Computers in Entertainment 2 (1), 12.CrossRefGoogle Scholar
Montessori, M. (1912). The Montessori Method. New York: Frederick Stokes Co.Google Scholar
Piaget, J., & Inhelder, B. (1967). The coordination of perspectives. In The Child's Conception of Space, pp. 209246. New York: Norton & Co.Google Scholar
Raffle, H., Parkes, A., & Ishii, H. (2004). Topobo: a constructive assembly system with kinetic memory. Proc. CHI ’04, pp. 647654. New York: ACM Press.Google Scholar
Raffle, H., Vaucelle, C., Wang, R., & Ishii, H. (2007). Jabberstamp: embedding sound and voice in traditional drawings. Proc. IDC ’07, pp. 137144. New York: ACM Press.Google Scholar
Resnick, M. (2002). Rethinking learning in the digital age. In The Global Information Technology Report: Readiness for the Networked World. New York: Oxford University Press.Google Scholar
Resnick, M. (2006). Computer as paintbrush: technology, play, and the creative society. In Play = Learning: How Play Motivates and Enhances Children's Cognitive and Social–Emotional Growth (Singer, D., Golikoff, R., & Hirsh, P.K., Eds.), pp. 192206. New York: Oxford University Press.Google Scholar
Rizzo, A., Marti, P., Decortis, F., Rutgers, J., & Thursfield, P. (2003). Building narratives experiences for children through real time media manipulation: POGO world. In Funology: From Usability to Enjoyment (Blythe, M.A., Overbeeke, K., Monk, A.F., & Wright, P.C., Eds.), pp. 189199. Amsterdam: Kluwer Academic.Google Scholar
Ryokai, K., Marti, S., & Ishii, H. (2004). I/O brush: drawing with everyday objects as ink. Proc. CHI ’04, pp. 303310. New York: ACM Press.Google Scholar
Shantz, C. (1975). The development of social cognition. Review of Child Development Research (Heterington, E.M., Ed.), Vol. 5. Chicago: University of Chicago Press.Google Scholar
Singer, D., & Singer, J. (1990). The House of Make Believe: Children's Play and the Developing Imagination. Cambridge, MA: Harvard University Press.CrossRefGoogle Scholar
Snow, C.E. (1983). Literacy and language: relationships during the preschool years. Harvard Educational Review 53, 165189.Google Scholar
Sokoler, T., & Edeholt, H. (2002). Physically embodied video snippets supporting collaborative exploration of video material during design sessions. Proc. NordiCHI ’02, pp. 139148. New York: ACM Press.CrossRefGoogle Scholar
Somers, J. (2000). Measuring the shadow or knowing the bird. Evaluation and assessment of drama in education. In Evaluating Creativity (Sefton-Green, J., & Sinker, R., Eds.), pp. 107128. London: Routledge.Google Scholar
Ullmer, B., & Ishii, H. (2000). Emerging frameworks for tangible user interfaces. IBM Journal 39 (3), 915931.Google Scholar
Vaucelle, C., Africano, D., Davenport, G., Wiberg, M., & Fjellstrom, O. (2005). Moving Pictures: looking out/looking in. Proc. SIGGRAPH ’05, pp. 2734. New York: ACM Press.Google Scholar
Vaucelle, C., & Davenport, G. (2003). Textable Movie: improvising with a personal movie database. Proc. SIGGRAPH ’03. New York: ACM Press.Google Scholar
Vaucelle, C., Gorman, M.J., Clancy, A., & Tangney, B. (2005). Re-thinking real time video making for the museum exhibition space. Proc. SIGGRAPH ’05. New York: ACM Press.Google Scholar
Vaucelle, C., & Ishii, H. (2007). Interfacing video capture, editing and publication in a tangible environment. Proc. Interactions, Lecture Notes in Computer Science, pp. 114. Springer: Berlin.Google Scholar
Vaucelle, C., & Ishii, H. (2008). Picture This! Film assembly using toy gestures. Proc. Ubicomp ’08, pp. 350360. New York: ACM Press.Google Scholar
Vaucelle, C., & Jehan, T. (2002). Dolltalk: a computational toy to enhance children's creativity. Proc. CHI ’02, pp. 776777. New York: ACM Press.Google Scholar
Winnicott, D. (1971). Playing and reality. London: Tavistock Publishers.Google Scholar
Ziegler, F.Mitchell, P., & Currie, G. (2005). How does narrative cue children's perspective taking? Developmental Psychology 41 (1), 115123.Google Scholar
Zigelbaum, J., Horn, M.S., Shaer, O., & Jacob, R.J. (2007). The tangible video editor: collaborative video editing with active tokens. Proc. TEI ’07, pp. 4346. New York: ACM Press.Google Scholar