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Papers/Notes: Cooking, Classrooms, and Craft

Thursday, April 15
11:30 AM - 1:00 PM

Spyn: Augmenting the Creative and Communicative Potential of Craft
Daniela Rosner, School of Information, USA
Kimiko Ryokai, School of Information, USA

We present data collected from a field study of crafters and craft recipients introduced to Spyn?mobile phone software that associates digital records with locations on fabric.

Toque: Designing a Cooking-Based Programming Language For and With Children
Sureyya Tarkan, University of Maryland, USA
Vibha Sazawal, University of Maryland, USA
Allison Druin, University of Maryland, USA
Evan Golub, University of Maryland, USA
Elizabeth M. Bonsignore, University of Maryland, USA
Greg Walsh, University of Maryland, USA
Zeina Atrash, Northwestern University, USA

Presents implications from an intergenerational design process to create a cooking-based programming language utilizing a Wiimote. Can assist researchers, working in tangible systems, with teaching computational thinking to young children.

Cooking with Robots: Designing a Household System Working in Open Environments
Yuta Sugiura, Graduate School of Media Design, Keio University / JST ERATO IGARASHI Design UI Project, Japan
Daisuke Sakamoto, The University of Tokyo / JST ERATO IGARASHI Design UI Project, Japan
Anusha Withana, Graduate School of Media Design, Keio University / JST ERATO IGARASHI Design UI Project, Japan
Masahiko Inami, Graduate School of Media Design, Keio University / JST ERATO IGARASHI Design UI Project, Japan
Takeo Igarashi, The University of Tokyo / JST ERATO IGARASHI Design UI Project, Japan

We propose a cooking-with-robots system that operates in an open environment. The system incorporates robotic and human elements interoperating in a shared workspace as to achieve a rudimentary cooking capability.

Designing a Pen-based Flashcard Application to Support Classroom Learning Environment
YoungJoo Jeong, Carnegie Mellon University, USA
Ananda Gunawardena, Carnegie Mellon University, USA
Kenneth R. Koedinger, Carnegie Mellon University, USA

Case study demonstrating a new and fun way to design interactive e-learning applications using flash cards. It enhances students' approach to learning and it makes life easier for the teacher.


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