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Growable, Invisible, Connected Toys: Twitching Towards Ubiquitous Bacterial Computing

Published: 19 November 2019 Publication History

Abstract

With the help of advances in synthetic biology, scientists are beginning to create early forms of bacteria computers, driven by artificial DNA circuits. We identify two immediate opportunities that would benefit the HCI and ubiquitous computing communities in better engagement with such developments. These are 1) The broadened curriculum for basic biological training and education, and 2) Increasingly shifting perception of living matter as hardware in interaction design. We introduce MouldCraft, a smartphone-controlled edutainment console, designed to facilitate playful interactions between humans and living micro-organisms. Main objectives of the console are to teach basic concepts in microbiology, and to re-frame the notion of bacterium as a growable, invisible, and connected ‘toy’, that can sense, actuate and communicate with computer systems and humans. With its accessible modular and interchangeable components, MouldCraft can be a timely toolkit for those outside of professional labs to start engaging with bacteria and their possible futures.

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  • (2024)Large-Scale and Versatile Deployment of Biology Cloud Labs in Schools through Teacher Driven Curricula DesignProceedings of the Eleventh ACM Conference on Learning @ Scale10.1145/3657604.3664713(524-529)Online publication date: 9-Jul-2024
  • (2023)Surfacing Livingness in Microbial DisplaysProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581417(1-21)Online publication date: 19-Apr-2023
  • (2020)Working with Nature's Lag: Initial Design Lessons for Slow Biotic GamesProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3409790(1-4)Online publication date: 15-Sep-2020
  • Show More Cited By

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cover image ACM Other conferences
HttF '19: Proceedings of the Halfway to the Future Symposium 2019
November 2019
260 pages
ISBN:9781450372039
DOI:10.1145/3363384
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 19 November 2019

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Author Tags

  1. Bacteria
  2. Edutainment
  3. Games
  4. HCI
  5. IoT
  6. Micro-organisms
  7. Ubiquitous Computing

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HTTF 2019: Halfway to the Future
November 19 - 20, 2019
Nottingham, United Kingdom

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View all
  • (2024)Large-Scale and Versatile Deployment of Biology Cloud Labs in Schools through Teacher Driven Curricula DesignProceedings of the Eleventh ACM Conference on Learning @ Scale10.1145/3657604.3664713(524-529)Online publication date: 9-Jul-2024
  • (2023)Surfacing Livingness in Microbial DisplaysProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581417(1-21)Online publication date: 19-Apr-2023
  • (2020)Working with Nature's Lag: Initial Design Lessons for Slow Biotic GamesProceedings of the 15th International Conference on the Foundations of Digital Games10.1145/3402942.3409790(1-4)Online publication date: 15-Sep-2020
  • (2020)DNA as Digital Data Storage: Opportunities and Challenges for HCIHCI International 2020 – Late Breaking Posters10.1007/978-3-030-60700-5_29(225-232)Online publication date: 8-Nov-2020

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