Project Proposal
Project proposals will be due in class on Thursday Jan 31st.
Projects are normally individual efforts and last the duration of the semester. They will
be responsible for most of your grade. The project proposal should be about 1 page long
and should include:
- A short overview of the project, what its purpose is, and why it fits
in the scope of HCI.
- Specific details of what you expect to accomplish in the semester:
what kind of study you expect to do, what kind of functionality you expect (for an
implementation project), how you plan to prototype and test it, how much will be
Wizard-of-OZ... Make sure you describe the status of any ongoing research project that you
plan to extend in CS260.
- A short description of related work. Give some examples of related
systems or studies and how your project relates to them.
Project proposals will be linked from the class page.
Resources
You can see projects from the last offering of CS260 in
http://bmrc.berkeley.edu/courseware/cs260/fall99/projects.html
Many major HCI conferences have their proceedings online in the ACM
digital library www.acm.org/dl which is accessible on
campus, or off campus using the UCB library proxy proxy.lib.berkeley.edu.
Look for CHI, UIST, CSCW, IUI, DIS, CUU..
For more snapshots of current research, check the websites of major
HCI research universities like Berkeley, CMU, Georgia Tech, the Media Lab, UC Irvine, U.
Maryland, Stanford and Virginia Tech.
Hardware
We have a limited amount of special hardware for course projects. We
have wirelessly network tablet PDAs (Clios) and HP Jornadas. A smart room is under
construction in 411 Soda Hall with currently very limited functionality: a tag reader and
several video cameras. Some 3D motion sensors should be available soon.
JFCs projects
In my own research, I'm interested in topics such as:
- Educational systems including collaborative note-taking, student
profiling and adaption of learning material presentation order.
- Smart spaces for collaboration: applications such as shared
whiteboards, shared browsers etc, and automatic recognition of activities and groups that
regularly use a space.
- Ubiquitous computing applications such as collaborative filtering,
and privacy-preserving implementations of those algorithms.
- Formal and constructive notions of "Context" for
context-aware systems using ideas from machine learning.
- Tangible interfaces such as smart tables, wireless sensors, locations
and activity sensing (from computer vision).
- Expressive capabilities of communication media such as text,
handwriting, voice, video, and telepresence. Their effect on team cohesion, creativity,
satisfaction, commitment, and understanding.