Crowded: Digital Piecework and the Politics of Platform Responsibility in Precarious Times looks as crowdsourcing as a focal point for many of the issues that are raised by the structure of our current information economy: economic value, cultural meaning, and ethics.
Labs: New England
Socl — pronounced social — lets you create, collect and share stuff you love. From rich visual collages to short animated media and memes, express yourself through posts that take seconds to create, collect and share on Socl, as well as Facebook, Pinterest, Tumblr, and Twitter.
Labs: FUSE Labs
A mobile web app that makes latent, hyperlocal neighborhood communities more visible, to help neighbors connect. This project leverages intelligent filters and event detection algorithms to help users find relevant, spiking topics about what is happening here and now.
Labs: FUSE Labs
With proliferation of ubiquitous access to information, the question arises of how distracting processing information can be in social settings, especially during a face-to-face conversation. In this paper, we investigate how much information users can consume during a conversation and what information delivery mode, via audio or visual aids, helps them effectively conceal the fact that they are receiving information.
Data is all the buzz. It's being seen in everything and found everywhere. But what are the consequences of this vision of a data-rich world for those of us on the street; what impact if any does it have on our everyday experiences and with the things that matter most to us. Here, we aim to reflect on the rise of (big) data and investigate what it does mean for us, and what it could come to mean.
Two important performance metrics in collaborative systems are local and remote response times. These response times depend on three important factors: processing architecture, communication architecture, and scheduling of tasks dictated by these two architectures. We show that it is possible to create a system that improves response times by dynamically adjusting these three system parameters in response to changes to collaboration parameters.
We conducted a study comparing avatar conferencing with video and audio conferencing for work scenarios. We studied nine four-person teams using a within-subjects design that measured users’ perceptions and preferences across the three conferencing conditions.
People sometimes miss small parts of meetings and need to quickly catch up without disrupting the rest of the meeting. We developed an Accelerated Instant Replay (AIR) Conferencing system for videoconferencing that enables users to catch up on missed content while the meeting is ongoing. AIR can replay parts of the conference using four different modalities: audio, video, conversation transcript, and shared workspace.
The great thing about large displays is their size. But their size is also the bad news - in terms of conventional interface design. Conventional UI elements may be too far to conveniently reach, or reach at all. This work is directed at exploring alternative modes of interaction which bring the interaction to the user, rather than the reverse - using various techniques and technologies. Emerging from this are new insights in how to work in natural, appropriate and engaging ways.
We demonstrate a novel method for real-time 3D scene capture and reconstruction. Using several live color images, we build a high resolution voxelization of the visible surfaces. The key to our approach is an efficient sparse voxel representation ideally suited to Graphics Processing Unit (GPU) acceleration. We store only those voxels that contain the visible surfaces, leading to a compact representation for the 3D model.
How can we communicate one's biometric info, in non-verbal ways, to others, ourselves, places and across time? Under the assumptions that one's face is a sound window to somebody’s emotion, we constructed different art pieces and interactive prototypes that comprise different communication channels ( aural, visual, haptics), and aim to help reflecting on communication itself, its poetry, and ourselves. This project starts with the internship work from Tomas Laurenzo http://laurenz.net.
VidWiki is a project out of MSR India that leverages the crowd to improve the quality and content of online video lectures like those produced by Khan Academy, Coursera, EdX, and Udacity. Through the online platform, users annotate videos by overlaying content on top of the video. Annotations can be typed text, LaTeX equations, shapes, images, or custom pen-drawn notes directly on the canvas.
Faster is not always better. With the Mañana Mail add-in for Outlook, you can send an e-mail at 9am the next day with a single click, and you can edit or cancel it up until that point. It also gives you about ten seconds to undo sending any email. Research shows that important emails are often not urgent. Give yourself the chance to think it over, and let the recipients read it carefully at work instead of while they are distracted at dinner.
ThinkWeek is a long-standing tradition at Microsoft, offering employees the opportunity to engage in meaningful, cross-company dialogue with executives and the ThinkWeek community around topics that impact the future of the company. It is grounded in the premise that open and uncensored conversation, built from diverse ideas and perspectives, is the catalyst for change and transformational innovation.
The Experiences2Go project explored how mobile video could enable distributed family members to share experiences with kids wherever they occur – kids’ sporting events, birthday parties, etc. Our study identified mobility, optical zoom, and multiple views as key features to enable kids, parents, and the surrounding social context to share in the experience together.
The Multimedia, Interaction, and Communication (MIC) Group at Microsoft Research, Redmond, has several openings for summer internships in 2013. We are looking for experienced and highly motivated students in all areas of multimedia signal processing, computer vision, and graphics, including (but not limited to) the follow areas:
Social Meetings investigates ways to leverage technology to encourage and enhance face to face interactions. For example, mobile phones are often seen as distractions in meetings. We research ways to use them to engage participants instead.
We are pursuing social coordination to go beyond the awareness provided by social networks, allowing people to do things together. We wish to generalize point tools such as Evite, Meetup, FourSquare, and the match-making of Xbox Live. We have built a query system where users declare predicates on People, Places, Times, and Activities and the system solves for missing coordinates. Other ideas include inferring user intent, and doing proximity-based coordination of people.
This project explores the potential of asynchronous video to support rich conversations. We have deployed different versions of an asynchronous video messaging tool with three different populations: globally distributed development teams; schools from USA and Greece; and a group of 10-year olds girls who were all very close friends.The results of this work demonstrate potential for video to support rich conversations, even when people are not able to have a synchronous conversation.
IllumiShare is an innovative system that enables remote people to share any physical or digital object on any surface. It is a low-cost, peripheral device that looks like a desk lamp, and just like a lamp lights up a surface at which it is pointed, IllumiShare shares a surface. It works well with existing systems for video communication, such as Skype, to provide delightful experiences through a hardware-software combination.
TestMyNet is a free utility for Windows Phone 7.1 created by MSR. TestMyNet tests TCP upload and download bandwidth, checks for open and closed network ports and http compression settings.
We introduced a game-theoretic framework for crowdsourcing systems.
The PhoneWeb project seeks to enable – through the use of new technologies such as Low-Energy Bluetooth, GPS, Low-Power Wi-Fi, Wi-Fi direct, and etc – handheld devices to continuously and accurately discover all the people around it and to create and maintain a local neighborhood map. We also seek to implement new types of local/social applications based on the PhoneWeb infrastructure.
LiveSynergy is a novel magnetic-based wireless proximity detection platform, with accuracy and consistency better than existing solutions such as BLE, WiFi, ZigBee, and long-range RFID. Building on top of this platform, we provide cloud-based APIs that enable real-time and rich interactions between humans and their physical environment. LiveSynergy enables a range of indoor applications such as location-based targeted advertising and presence detection.
Project Greenwich is a website that allows people to create timelines of any subject they want to present chronologically. Using the site they could show the lifespan of an individual, how a historical event evolved, or how a place changed for example. With Greenwich we are intereted in researching how people think about time, how they go about the process of telling a story through time, and what it means to reflect on chronological content to think about the past.