Erin Treacy Solovey

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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 <i>Reality-Based Interaction</i> (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(More)
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 <i>Reality-Based Interaction</i> (RBI) as a unifying concept that ties together a large subset of these emerging interaction styles. Through RBI we are attempting to provide a(More)
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(More)
A well designed user interface (UI) should be transparent, allowing users to focus their mental workload on the task at hand. We hypothesize that the overall mental workload required to perform a task using a computer system is composed of a portion attributable to the difficulty of the underlying task plus a portion attributable to the complexity of(More)
This paper describes the Brainput system, which learns to identify brain activity patterns occurring during multitasking. It provides a continuous, supplemental input stream to an interactive human-robot system, which uses this information to modify its behavior to better support multitasking. This paper demonstrates that we can use non-invasive methods to(More)
Passive brain-computer interfaces are designed to use brain activity as an additional input, allowing the adaptation of the interface in real time according to the user’s mental state. The goal of the present study is to distinguish between different levels of game difficulty using real-time, non-invasive brain activity measurement with functional(More)
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 <i>passive tangible(More)
We have applied functional near-infrared spectroscopy (fNIRS) to the human forehead to distinguish different levels of mental workload on the basis of hemodynamic changes occurring in the prefrontal cortex. We report data on 3 subjects from a protocol involving 3 mental workload levels based on to working memory tasks. To quantify the potential of fNIRS for(More)
Because functional near-infrared spectroscopy (fNIRS) eases many of the restrictions of other brain sensors, it has potential to open up new possibilities for HCI research. From our experience using fNIRS technology for HCI, we identify several considerations and provide guidelines for using fNIRS in realistic HCI laboratory settings. We empirically examine(More)
We created Smart Blocks, an augmented mathematical manipulative that allows users to explore the concepts of volume and surface area of 3-dimensional (3D) objects. This interface supports physical manipulation for exploring spatial relationships and it provides continuous feedback for reinforcing learning. By leveraging the benefits of physicality with the(More)