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Sophia Brueckner

dblp:210/6409 · DBLP profile ↗
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4ranked-venue papers
3as first author
0since 2021 · last 2018
0009-0006-0037-9649ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 4 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Haptics and multimodal interaction · 72% Collaborative and social computing · 28%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction
wearable haptic device
0.722018
Embodisuit: a wearable platform for embodied knowledge · UbiComp 2018
Empathy amulet: a wearable to connect with strangers · UbiComp 2018
Collaborative and social computing
social connectedness
0.312018
Empathy amulet: a wearable to connect with strangers · UbiComp 2018
Haptics and multimodal interaction
haptic device actuation
0.112018
Embodisuit: a wearable platform for embodied knowledge · UbiComp 2018
YearPublicationVenuePosition
2018 Empathy amulet: a wearable to connect with strangers
abstract
The Empathy Amulet is a wearable interpretation of Philip K. Dick's empathy box from his novel Do Androids Dream of Electronic Sheep? [3]. In the novel, thousands of people were anonymously connected with each other both haptically and emotionally when they grabbed the handles of their empathy boxes. The Empathy Amulet similarly networks a group of strangers together through shared experiences of physical warmth. It is not yet another technology for staying in touch with people you already know (and falling short). Rather, it encourages its wearer to make a deliberate and generous choice to invest their time and energy in connection with strangers, and it incorporates reciprocity into its design, such that helping oneself means helping other people. In today's world, people are less likely to feel empathy towards those not in their immediate network of family and friends, and, despite a proliferation of connective technologies, loneliness is on the rise [2, 5]. Surprisingly, it is the perceived sense of loneliness, and not actually being physically alone that has numerous health consequences for a significant portion of the population. Lakoff and Johnson's theory of embodied mind asserts that our physical and subjective experiences are inextricably linked, and the Empathy Amulet leverages the powerful connection between the physical experience of warmth and the subjective experience of social connectedness to combat loneliness and cultivate a stronger sense of connection with strangers [1, 4].
Sophia Brueckner
UbiComp1
2018 Embodisuit: a wearable platform for embodied knowledge
abstract
The Embodisuit allows its wearer to map signals onto different places on their body. Informed by embodied cognition, the suit receives signals from an IoT platform, and each signal controls a different haptic actuator on the body. Knowledge is experienced ambiently without necessitating the interpretation of symbols by the conscious mind. The suit empowers wearers to reconfigure the boundaries of their selves strengthening their connection to the people, places, and things that are meaningful to them. It both critiques and offers an alternative to current trends in wearable technology. Most wearables harvest data from their users to be sent and processed elsewhere. The Embodisuit flips this paradigm such that data is taken in through the body instead. Furthermore, we believe that by changing the way people live with data, it will change the type of data that people create.
Sophia Brueckner, Rachel Freire
UbiComp1
2018 Embodisuit: A Wearable Platform for Embodied Knowledge
abstract
The Embodisuit allows its wearer to map signals onto different places on their body. Informed by embodied cognition, the suit receives signals from an IoT platform, and each signal controls a different haptic actuator on the body. Knowledge is experienced ambiently without necessitating the interpretation of symbols by the conscious mind. The suit empowers wearers to reconfigure the boundaries of their selves strengthening their connection to the people, places, and things that are meaningful to them. It both critiques and offers an alternative to current trends in wearable technology. Most wearables harvest data from their users to be sent and processed elsewhere. The Embodisuit flips this paradigm such that data is taken in through the body instead. Furthermore, we believe that by changing the way people live with data, it will change the type of data that people create.
Sophia Brueckner, Rachel Freire
TEI1
2018 Designing eTextiles for the Body: Shape, Volume & Motion
abstract
In this studio, we will improve our tailoring skills in order to better integrate technology into clothing. Leveraging the volumetric nature of clothing, we will create eTextile interfaces that fit the shape of the body and are designed around how bodies move. This studio will consist of a short masterclass led by an expert fashion designer followed by materials experimentation and working on individual projects. We will introduce and demo a variety of ways to design and implement 3-dimensional eTextiles as well as how to integrate them with interactive systems.
Rachel Freire, Paul Strohmeier, Cédric Honnet, Jarrod Knibbe, Sophia Brueckner
TEI5