IC/UNICAMP
This is a selection of projects (digital artifacts, interactive installations, etc.) that I have worked on during my academic career. Each project has a unique contexts, motivations and objectives, however, they all contribute with concepts, methods and empirical data towards the design of novel human-computer interactions.
Interactive installation that allows children and adults to create a sound “composition” by playing light strips that represent sounds of musical instruments (drums, flute, organ, clavinet and bass). The installation produces light and sound effects and has a robotic structure that moves. InstInt is a product of the Socioenactive Systems project.
Main publications:
Technical Report
InstInt: Design e Desenvolvimento de uma Instalação Socioenativa. Institute of Computing, University of Campinas. 2023. https://www.ic.unicamp.br/~reltech/2023/23-07.pdf
Paper in Proceedings
InstInt: Enacting a Small-Scale Interactive Installation through Co-Design. Proceedings of the 30th Australian Conference on Computer-Human Interaction. 2018. DOI: 10.1145/3292147.3292158
Aquarela Virtual is a system designed for the remote context imposed by the Covid-19 pandemic. It allows children to use homemade toys, enriched with QR codes, to interact with each other in animated scenarios based on excerpts and elements from the Aquarela song. Aquarela Virtual is a product of the Socioenactive Systems project.
Main publications:
Paper in Proceedings
Best Paper CBIE/WIE 2022 (Trilha 1)
Interações Sociais e Enativas com o Aquarela Virtual: Análise Temática de uma Atividade Remota. Anais do XXVIII Workshop de Informática na Escola. 2022. DOI: 10.5753/wie.2022.224733
Paper in Proceedings
Best Paper CBIE/SBIE 2022 (Trilha 3)
Evaluating the Perception of Others in a Remote Experience of Interaction: a Pilot Study. Anais do XXXIII Simpósio Brasileiro de Informática na Educação. 2022. DOI: 10.5753/sbie.2022.225675
Technical Report
Aquarela Virtual: Design e Desenvolvimento de um Sistema Socioenativo em Contexto de Isolamento Social. Institute of Computing, University of Campinas. 2022. https://www.ic.unicamp.br/~reltech/2022/22-01.pdf
Interactive installation where an educational video reacts according to how many people watch, increasing its speed or rewinding in black and white. Temporário is a product of the Socioenactive Systems project.
Main publications:
Journal Article
Designing for a socioenactive experience: A case study in an educational workshop on deep time. International Journal of Child-Computer Interaction. 2021. DOI: 10.1016/j.ijcci.2021.100287
Paper in Proceedings
InsTime: A Case Study on the Co-Design of Interactive Installations on Deep Time. Proceedings of the 2020 ACM Designing Interactive Systems Conference. 2020. DOI: 10.1145/3357236.3395554
Paper in Proceedings
Design Socioenativo de Instalações Interativas sobre o Tempo Profundo: um Estudo de Caso. Anais Estendidos do XXI Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. 2022. DOI: 10.5753/ihc_estendido.2022.224495
Interactive installation in the form of a musical instrument that allows the visitor to experience the passage of time in the process of erosion or evolution of a species through two drums. CronoBit is a product of the Socioenactive Systems project.
Main publications:
Journal Article
Designing for a socioenactive experience: A case study in an educational workshop on deep time. International Journal of Child-Computer Interaction. 2021. DOI: 10.1016/j.ijcci.2021.100287
Paper in Proceedings
Design Socioenativo de Instalações Interativas sobre o Tempo Profundo: um Estudo de Caso. Anais Estendidos do XXI Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. 2022. DOI: 10.5753/ihc_estendido.2022.224495
Paper in Proceedings
InsTime: A Case Study on the Co-Design of Interactive Installations on Deep Time. Proceedings of the 2020 ACM Designing Interactive Systems Conference. 2020. DOI: 10.1145/3357236.3395554
An eye-catching interactive animal built with cardboard and synthetic fabric, with hidden buttons and sensors that, when discovered and activated, present various audiovisual information about the wild animal. Lobo-Guará is a product of the Socioenactive Systems project.
Main publications:
Journal Article
Experience-Based Constructionism as a Basis for HCI Education: A Case Study. International Journal of Human–Computer Interaction. 2022. DOI: 10.1080/10447318.2022.2121783
Paper in Proceedings
"The Magic of Science:" Beyond Action, a Case Study on Learning Through Socioenaction. Anais do XXV Workshop de Informática na Escola. 2019. DOI: 10.5753/cbie.wie.2019.501
Paper in Proceedings
Maned Wolf in the Museum: a Case Study on Learning Through Action. Anais do XXIV Workshop de Informática na Escola. 2018. DOI: 10.5753/cbie.wie.2018.245
Interactive installation inspired by the movie “2001: A Space Odyssey” by Stanley Kubrick. A miniature monolith with motion sensors allows interaction with scenes from the film projected in a dark room by a 360° projector. Monolito is a product of the Socioenactive Systems project.
Main publications:
Journal Article
Experience-Based Constructionism as a Basis for HCI Education: A Case Study. International Journal of Human–Computer Interaction. 2022. DOI: 10.1080/10447318.2022.2121783
Paper in Proceedings
"The Magic of Science:" Beyond Action, a Case Study on Learning Through Socioenaction. Anais do XXV Workshop de Informática na Escola. 2019. DOI: 10.5753/cbie.wie.2019.501
Interactive mysterious black box with an opening to insert the hand and feel different textures, each one evoking sounds and images of Internet memes with a feeling related to the texture played. Memoção is a product of the Socioenactive Systems project.
Main publications:
Journal Article
Experience-Based Constructionism as a Basis for HCI Education: A Case Study. International Journal of Human–Computer Interaction. 2022. DOI: 10.1080/10447318.2022.2121783
Paper in Proceedings
"The Magic of Science:" Beyond Action, a Case Study on Learning Through Socioenaction. Anais do XXV Workshop de Informática na Escola. 2019. DOI: 10.5753/cbie.wie.2019.501
Journal Article
UbiAccess: an Instrument to Assess System Access in Ubiquitous Scenarios. Interacting with Computers. 2022. DOI: 10.1093/iwc/iwac029
an electronic kit for prototyping interactive installations. It consists of hardware components such as microcontrollers, sensors, actuators, and original online documentation with practical tutorials. Pincello is a product of the Socioenactive Systems project.
Main publications:
Book Chapter
Pincello: An Affordable Electronics Kit for Prototyping Interactive Installations. Human-Computer Interaction. Human Values and Quality of Life. 2020. DOI: 10.1007/978-3-030-49065-2_18
Journal Article
Experience-Based Constructionism as a Basis for HCI Education: A Case Study. International Journal of Human–Computer Interaction. 2022. DOI: 10.1080/10447318.2022.2121783
Paper in Proceedings
InsTime: A Case Study on the Co-Design of Interactive Installations on Deep Time. Proceedings of the 2020 ACM Designing Interactive Systems Conference. 2020. DOI: 10.1145/3357236.3395554
An evaluation instrument to assess equitable access in ubiquitous environments. The instrument consists of 5 areas (Environment, Information, Multimedia Resources, Personal e Security & Privacy) and 37 recommendations to be verified by the evaluator. UbiAccess is a product of the Socioenactive Systems project.
Main publications:
Journal Article
UbiAccess: an Instrument to Assess System Access in Ubiquitous Scenarios. Interacting with Computers. 2022. DOI: 10.1093/iwc/iwac029
Paper in Proceedings
Investigando acesso equitativo em cenário socioenativo remoto: um estudo de caso. Anais do XLIX Seminário Integrado de Software e Hardware. 2022. DOI: 10.5753/semish.2022.223156
Paper in Proceedings
UbiAccess: Um Instrumento para Avaliar o Acesso Equitativo em Ambientes Ubíquos. Anais Estendidos do XXI Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. 2022. DOI: 10.5753/ihc_estendido.2022.225432