Tangible Visualization, ICy STEAM, and Future Human Factor Trajectories
Scientific and information visualization have long offered powerful approaches for helping people graphically represent, explore, and understand our universe. Our group investigates tangible visualization. Here, tangible interfaces (which support interaction through systems of computationally- mediated physical artifacts) are used to interactively represent complex systems. We approach this research from two perspectives: studying and engaging specific application domains; and developing underlying architectures supporting realizations of tangible visualization. In this talk, we will consider several applications engaging interactive computational science, technology, engineering, arts, and mathematics (ICy STEAM), with some emphasis on tangible visualization in the context of computational genomics. We will also discuss opportunities and trajectories relating to the future of the Tufts Human Factors (HF) program.
Brygg Ullmer is the Effie C. and Donald M. Hardy associate professor at LSU, jointly in the School of Electrical Engineering and Computer Science (EECS) and the Center for Computation and Technology (CCT). He leads CCT's Cultural Computing focus area (research division), with 16 faculty spanning six departments, and co-leads the Tangible Visualization group. He serves as director for the NIH-supported Louisiana Biomedical Research Network (LBRN) Bioinformatics, Biostatistics, and Computational Biology (BBC) Core, leading faculty and staff at four campuses in support of researchers on thirteen campuses.
Ullmer completed his Ph.D. at the MIT Media Laboratory (Tangible Media group) in 2002, where his research focused on tangible user interfaces. He held a postdoctoral position in the visualization department of the Zuse Institute Berlin, internships at Interval Research (Palo Alto) and Sony CSL (Tokyo), and has been a visiting and remote lecturer at Hong Kong Polytechnic's School of Design. His research interests include tangible interfaces, computational genomics (and more broadly, interactive computational STEAM), visualization, and rapid physical and electronic prototyping. He also has a strong interest in computationally-mediated art, craft, and design, rooted in the traditions and material expressions of specific regions and cultures.
*Note the different day/time/room than usual.*