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Last updated: 02 May 2006
Buechley, L., Elumeze, N., and Eisenberg, M.
"Electronic/Computational Textiles and Children's Crafts", to appear in
Proceedings of Interactive Design and Children, 2006, Tampere, Finland
Hendrix, S. and Eisenberg, M.
"Computer-Assisted Pop-Up Design for Children: Computationally-Enriched Paper Engineering"
A Best Paper Award winner in Proceedings of Eighth IASTED International Conference on
Computers and Advanced Technology in Education (CATE 2005), Oranjestad, Aruba.
Computationally-enriched crafts are activities that blend
the advantages of computational media with the affective,
social, and cognitive affordances of children's crafts.
this paper, we describe a design application, Popup
Workshop, whose purpose is to introduce children to
craft (and engineering discipline) of pop-up design
paper. We describe the fundamental ideas behind
computational crafts in general, present our application
its current implementation and offer a scenario for its use,
explore the particular ways in which pop-up design serves
as fertile ground for integrating computation and tangible
design, and discuss our early pilot-tests with elementary school
children, as well as ongoing and related work.
Andersen, D., Bennett, C., Huyn, P., Rassbach, L., Reardon, S., Eisenberg, M.
"Printing Out Trees: Toward the Design of Tangible Objects for Education"
In Proceedings of IASTED International Conference on Education and Technology (ICET 2005),
Calgary, Alberta, Canada.
Eisenberg, M., Elumeze, N., Buechley, L., Blauvelt, G., Hendrix, S., Eisenberg, A.
"The Homespun Museum: Computers, Fabrication, and the Design of Personalized Exhibits"
in Proceedings of Creativity and Cognition, London UK, pp. 13-21., 2005
The traditional view of the "home computer" is as a self-contained
appliance: computation, on this view, is something
that takes place within a desktop box, and that produces
interesting visual effects only on a screen. In this paper, we
argue that one can alternatively view "the computer" through
its tangible effects on larger settings: that is, the computer
can be imagined as the heart of a creative workshop centered
within the home or classroom. The advent of accessible
fabrication devices, as well as small computers that can be
embedded in craft items, permits users to think of the room at
large as a place in which computationally-enriched or
computationally-designed "exhibits" of various types may be
displayed. We illustrate this idea with a variety of projects
undertaken within our laboratory.
Eisenberg, M., Eisenberg, A., Blauvelt, G., Hendrix, S., Buechley, L., Elumeze, N.
"Mathematical Crafts for Children: Beyond Scissors and Glue"
in , In Proceedings of Art+Math=X Conference, Boulder, CO, pp. 61-65, 2005.
abstract here
Eisenberg, M.
The Material Side of Educational Technology
Communications of the ACM, 48(1): 51-54, 2005.
abstract here
Hendrix, S., Eisenberg, M.
Computer-Assisted Engineering for Children: A Pop-Up Design Application (Poster Presentation)
In Proceedings of the 6th International Conference of the Learning Sciences, Santa Monica, CA,
June 22-26, 2004, p. 606.
Eisenberg, M.
"Tangible Ideas for Children: Materials Science as the Future of Educational Technology"
In Proceedings of Interaction Design and Children (IDC 2004), College Park, MD, June 1-3, 2004, pp. 19-26
Eisenberg, M., Buechley, L., and Elumeze, N.
"Computation and Construction Kits: Toward the Next Generation of Tangible Building Media for Children"
In Proceedings of Cognition and Exploratory Learning in the Digital Age (CELDA), Lisbon, Portugal, December 2004.
Construction kits represent a venerable, creative, and
(occasionally) even beautiful genre of educational toys for
children. Nonetheless, traditional construction kits have
limitations as educational media. In the past decade, a
number of research efforts have attempted to address these
limitations by augmenting construction kit design with
various types of computational media. This paper describes
two new prototypes of "computationally-enhanced
construction kits"; unlike previous efforts, these newer kits
allow for large numbers of mutually-interacting,
computationally complex, geometrically innovative, and
user-programmable pieces. We describe the current (still early)
state of these systems, and discuss plausible
directions for future development and research.
Caravone, C., Stockho, J., Tomich, A., Eisenberg, M.
"A Computationally-Enhanced Geoboard" (poster presentation)
In Proceedings of Cognition and Exploratory Learning in Digital Age Lisbon, Portugal, Dec. 12-15, 2004
Eisenberg, M.
"Mindstuff: Educational Technology Beyond the Computer
Convergence, 9:2, Summer 2003.
Eisenberg, M., Eisenberg A., Hendrix S., Blauvelt, G., Butter, D., Garcia, J.,
Lewis, R., and Nielsen, T.
"As We May Print: New Directions in Output Devices and
Computational Crafts for Children"
in Proceedings of Interaction Design and Children 2003 (IDC2003),
Preston, England, July 2003
In recent years, educational technologists and designers have begun to explore
a variety of ways in which physical and computational media can be integrated
for instance, through the design of "intelligent toys" for children.
This paper describes our ongoing efforts at exploring a different sort of
physical-computational integration, focusing on children's design activities,
output devices, and the notion of "printing out" more generally. We describe
several representative systems under development in our group; each of these
systems highlights particular possibilities for exploring and experimenting
with output devices for children's crafts. We also present a set of design
heuristicsuseful techniques for those educational designers interested in
expanding the range and expressiveness of craft activities for children.
Blauvelt, G. and Eisenberg, M.
"Printing Reconsidered: Exploring New Directions
for Output Devices in Educational Technology"
In Proceedings of ICLS 2002, The International Conference of the Learning
Sciences, Seattle, Washington, October 2002
Educational computing is often criticized as an enterprise that
distances children from experience with physical materials. However,
the advent of new and powerful output devices portends an increasingly
close integration between computational and (physical) construction
activities. This paper describes a system-under-development, MachineShop,
whose purpose is to allow students to design and "print out" (on a laser
cutter) pieces for working mechanical wooden automata. We describe the
current state of MachineShop; and employ the program as a source of
insights for exploring the role of output devices in the learning sciences
more generally. In particular, we argue that novel output devices have
the potential to change the culture of educational artifacts from one
based in consumption (in which educational objects are purchased whole)
to one based in construction (in which artifacts are wholly or partially
designed by children themselves). We also argue that there are many
extraordinarily powerfuland technologically feasibleeducational
output devices that have yet to be designed.
Blauvelt, G. and Eisenberg, M.
"MachineShop: Steps Toward Exploring Novel
I/O Devices for Computational Craftwork"
In Proceedings of ICALT 2001, IEEE International Conference on
Advanced Learning Technologies, Madison, Wisconsin, August 2001
The notion of "computational crafting" focuses on the numerous ways in
which computational media may be used to expand the expressive range of
traditional educational crafts. One important dimension of this approach
involves a close re-examination of an issue often taken for granted in
educational technology--namely, the design and use of I/O devices. The next
decade is likely to produce a fascinating array of novel I/O devices and
technologies; these in turn offer substantial promise of augmenting the
power of computational tools for children's craftwork.
Blauvelt, G., Eisenberg, M. and Wrensch, T.
"Creating Mechanical Toys: Steps Toward a
CAD Tool for Educational Automata"
Presented at WCCE2001, The World Conference on Computers
in Education, Copenhagen, Denmark, July 2001.
This paper describes our work on a computational tool for the design of
mechanical elements suitable for use in automata (mechanical toys and
sculpture). The purpose of the tool is to permit students to create
customized mechanical components (such as cams); to combine and simulate
sets of components; and to "print out" the components on devices such as
laser cutters that realize the designs in wood. We discuss the educational
rationale behind our work; describe the current (still early) state of our
system; and explore the relationship between our work and larger issues
highlighted by work in "computational crafting."
Wrensch, T., Eisenberg, M. and Blauvelt, G.
"Computationally-Enhanced Craft Items:
Toward 'Programmable Parts' for Educational Robotics
AAAI Spring Symposium on Robotics and Education, Palo Alto, California, March 2001
Computationally-enhanced craft items are not designed
solely for purposes of educational robotics. Nonetheless,
this paper will argue that they are well suited to that end,
and that the design of such craft objects holds substantial
promise for raising new issues in educational robotics,
particularly in areas such as distributed processing and
end-user programming.
Eisenberg, M. and Eisenberg, A.
"The Developing Scientist as Craftsperson"
In N. Roberts and W. Feurzeig, and B. Hunter (eds). Computer Modeling and Simulation in
Pre-College Science Education. Springer-Verlag, 2000.
Excerpt: Does it matter whether students fix real bicycles, mix real chemicals,
collect real butterflies, or view real stars? We believe that it does, and that the advent
of powerful and compelling "virtual" environments should now cause science educators to
carefully re-examine the delicate relationship between computational media and real-world
artifacts.
Wrensch, T., Blauvelt, G. and Eisenberg, M.
"The Rototack: Designing a
Computationally-Enhanced Craft Item."
In Proceedings of DARE 2000, Designing Augmented
Reality Environments, Elsinore, Denmark, April 2000.
This paper describes our progress in creating a device called a rototack. In its design,
the rototack is an example of a computationally-enhanced craft item: a small, robust,
inexpensive, and versatile but also programmable physical object for use
in a variety of educational and home crafting projects. In particular, the tack is a source
of rotational motion, suitable for turning light objects or for powering (e.g.) cams, gears,
and linkages in complex, user-defined patterns. We describe the engineering decisions and
trade-offs involved in creating our current prototype of the tack; discuss the central
issues in creating a programming language and environment for the device; and sketch a
variety of potential uses to which the tack might be put.
Eisenberg, M., Wrensch, T. and Blauvelt, G.
"Geometry Specific Languages and Their Interfaces."
University of Colorado Department of Computer Science Technical Report CU-CS-886-99.
Traditionally, programming languages have been designed with an eye toward implementation
on general-purpose computers. The advent of computationally-enhanced craft items
small programmable objects with simple geometries and scaled-down computational components
suggests the need for new language and software environment models tailored for these objects.
In some respects, the task of the craft-item language designer is less demanding than that of
the traditional language designer; but there are new challenges to be faced as well. In this
paper, we summarize both our experiences in creating computationally-enhanced craft items and
their ramifications for the creation of geometry-specific languages, programming environments,
and interfaces.
Eisenberg, M. and Eisenberg, A.
"Middle Tech: Blurring the
Division between High and Low Tech in Education"
In A. Druin (ed.) The Design of Children's Technology. San Francisco, Morgan
Kaufmann, 1999.
Excerpt: This chapter is an exploration of the notion of middle tech in mathematics
and science education. Middle tech, for us, connotes two related ideas. On the one hand,
the term suggests a panoply of new materials temperature-sensitive films, cheap
diffraction gratings, glow-in-the-dark dyes, fiber optics, reflective mylar that sit
somewhere between the obvious high-tech world of electronics and the obvious low-tech world
of wood, clay, and stone. But middle tech also describes another notion namely, the
creative reinterpretation and integration of high- and low-tech educational materials. Rather
than viewing computers as a world unto themselves, ethereal and abstracted from the realm of
handicrafts, we prefer to think of middle tech as the unexplored terrain in which programs
and materials, complexity and concreteness, blend into new media.
Blauvelt, G.; Wrensch, T. and Eisenberg, M.
"Integrating Craft Materials and Computation."
C&C '99, Proceedings of the third conference on Creativity and
Cognition, Loughborough, England, October 1999, pp. 5056.
Traditionally, the notion of home crafting connotes the use of "low-tech" materials and
techniques; but increasingly, the once-distinct worlds of crafting and computational media
have become integrated, to the mutual benefit of both cultures. In this paper, we discuss
a wide range of recurring issues in the integration of crafts and computation, drawing upon
a variety of related research projects. In particular, we explore the ways in which attention
to computational crafts can encourage a productive re-examination of such notions as
programming languages, computer architectures, and peripheral devices.
Eisenberg, M., Rubin, A. and Chen, T.
"Computation and Educational Handicrafts: a Strategy for Integrative Design"
Proceedings of ICLS 98. The Third International Conference of the Learning Sciences,
Atlanta, Georgia, December 16-19, 1998.
In the popular media, educational technology is almost exclusively portrayed both by
enthusiasts and critics as an enterprise devoted to overcoming the purported limitations
of the physical world. This paper argues, in contrast, that computational media are capable of
enhancing the expressiveness of more traditional materials, and enumerates three design
principles for computationally-enriched educational handicrafts that take advantage of the
valuable characteristics of both computation and craft materials. We present two applications
as instances of this design strategy in operation, following the design process from initial
conception through final construction.
Wrensch, T. and Eisenberg, M.
"The Programmable Hinge: Toward
Computationally Enhanced Crafts."
Proceedings of UIST 98, San Francisco, November 1998,
pp. 8996.
Traditionally, the practitioners of home crafting and the practitioners of computing
tend to occupy distinct, non-overlapping cultures. Those small, ubiquitous items of
the crafting cultureastring, thumbtacks, screws, nails, and so forthathus tend to be
viewed as inevitably "low-tech" objects. This paper describes our initial efforts
toward integrating computational and crafting media by creating an instance of a
computationally-enhanced craft item: a programmable hinge. We describe several
prototype models of the hinge; outline a sample project in which the hinge might
be employed; and discuss a variety of fundamental issues that affect the design of
computationally-enhanced craft items generally.
Eisenberg, M. and Eisenberg Nishioka, A.
"Shop Class for the
Next Millennium: Education through Computer-Enriched Handicrafts"
Journal of Interactive Media in Education, Oct. 1998.
In this paper we use our experiences with the HyperGami program as a springboard for a
broader look at the future of computationally-enriched handicrafts. HyperGami is an educational
application for the design and construction of mathematical models and sculptures in paper;
as such, it serves as a source of examples and insights for the more general problem of how
to integrate the "high-tech" features of computation with the "low-tech" features of traditional
craft materials in education. We begin by describing the HyperGami program, focusing on those
features that were designed in response to problems encountered by papercrafters; we illustrate
the program's capabilities by presenting some of our own and our students' papercraft designs;
and we describe our initial steps in implementing elements of HyperGami on the World Wide Web.
In the closing sections of the paper, we explore the broader educational issues involved in
integrating computation and handicrafts; and we conclude with a discussion of how physical
objects could play a role in a future "educational object economy."<
Nishioka, A. and Eisenberg, M.
"Paper Sculpture from a Distance: Computational Crafts on the Web."Best Paper Award at
ED-MEDIA/ED-TELECOM, Calgary, Canada, June 16-19, 1997.
Much of the rhetoric surrounding the World Wide Web celebrates the advantages of the "virtual"
(and by implication, immaterial) world. In contrast, we see the Web as potentially enhancing
the practice of handicrafts. This paper reports on recent developments in implementing a
"Platonic Solids Applet" in Java to permit students to select and decorate folding nets for
polyhedral solids made from paper. We describe both the applet and the original paper-sculpture
design application, HyperGami, to which it is related; we describe ongoing work toward creating
a mathematical children's book integrated with Web-based elements; and we discuss the strengths
and limitations of the Web in the practice of handicrafts.