@article{crompton_post_2016, title = {To post, or not to post, that is the question: {Teachers} candidates' social networking decisions and professional development needs}, volume = {24}, doi = {10.1016/j.chb.2013.01.049}, number = {3}, journal = {Journal of Technology and Teacher Education}, author = {Crompton, Helen and Rippard, Kelly and Sommerfeldt, Jody}, year = {2016}, keywords = {Arts and Humanities (miscellaneous), Facebook, General Psychology, Human-Computer Interaction, Instagram, Snapchat, Twitter, dpd, preservice teachers, privacy, social media, teacher professional development}, pages = {257--279} }
@Article{Leftheriotis_2016, author = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos and Jaccheri, Letizia}, title = {{Design and implement chords and personal windows for multi-user collaboration on a large multi-touch vertical display}}, journal = {Human-centric Computing and Information Sciences}, year = {2016}, volume = {6}, number = {1}, pages = {14}, month = {dec}, abstract = {Co-located collaboration on large vertical screens has become technically feasible, but users are faced with increased effort, or have to wear intrusive personal identifiers. Previous research on co-located collaboration has assumed that all users perform exactly the same task (e.g., moving and resizing photos), or that they negotiate individual actions in turns. However, there is limited user interface software that supports simultaneous performance of individual actions during shared tasks (Fig. 1a). As a remedy, we have introduced multi-touch chords (Fig. 1b) and personal action windows (Fig. 1c) for co-located collaboration on a large multi-touch vertical display. Instead of selecting an item in a fixed menu by reaching for it, users work simultaneously on shared tasks by means of personal action windows, which are triggered by multi-touch chords performed anywhere on the display. In order to evaluate the proposed technique with users, we introduced an experimental task, which stands for the group dynamics that emerge during shared tasks on a large display. A grounded theory analysis of users' behaviour provided insights into established co-located collaboration topics, such as conflict resolution strategies and space negotiation. The main contribution of this work is the design and implementation of a novel seamless identification and interaction technique that supports diverse multi-touch interactions by multiple users: multi-touch chord interaction along with personal action windows.}, doi = {10.1186/s13673-016-0070-5}, url_Paper={Leftheriotis_2016.pdf}, issn = {2192-1962}, keywords = {Chords,Collaboration,Multi-touch,Multi-user,Personal windows,collaboration,human-computer interaction,large screen,software technology,surface,ubiquitous computing}, mendeley-tags = {collaboration,human-computer interaction,software technology,surface,ubiquitous computing}, publisher = {Springer Berlin Heidelberg}, url = {http://hcis-journal.springeropen.com/articles/10.1186/s13673-016-0070-5}, }
@inproceedings{Bozkurt2015a, author = {Bozkurt, Elif and Khaki, Hossein and Kececi, Sinan and Turker, B Berker and Yemez, Yucel and Erzin, Engin}, booktitle = {SIU: Sinyal Isleme ve Iletisim Uygulamalari Kurultayi}, file = {:Users/eerzin/Dropbox/Docs/Mendeley/2015/Bozkurt et al/2015 - Bozkurt et al. - JESTKOD VeritabaniIkili Iletisim Analizi.pdf:pdf}, isbn = {9781479948741}, keywords = {affective state tracking,gesticulation,human-computer interaction,speech,virtual character animation}, language = {Turkish}, title = {{JESTKOD Veritabani:Ikili Iletisim Analizi}}, year = {2015} }
@article{sheldon_understanding_2015, title = {Understanding students reasons and gender differences in adding faculty as {Facebook} friends}, volume = {53}, issn = {0747-5632}, doi = {10.1016/j.chb.2015.06.043}, journal = {Computers in Human Behavior}, author = {Sheldon, Pavica}, year = {2015}, keywords = {Arts and Humanities (miscellaneous), General Psychology, Human-Computer Interaction, social media, student-faculty interaction, student-teacher relationship}, pages = {58--62} }
@article{scherer_revisiting_2015, title = {Revisiting teachers computer self-efficacy: {A} differentiated view on gender differences}, volume = {53}, issn = {0747-5632}, doi = {10.1016/j.chb.2015.06.038}, journal = {Computers in Human Behavior}, author = {Scherer, Ronny and Siddiq, Fazilat}, year = {2015}, keywords = {Competencia Digital, Human-Computer Interaction, Psychology(all), autopercepción, competencia digital docente, digital literacy, self-assessment, self-efficacy, self-perception}, pages = {48--57} }
@inProceedings{ title = {JESTKOD Veritabanı:İkili İletişim Analizi}, type = {inProceedings}, year = {2015}, identifiers = {[object Object]}, keywords = {SIU,affective state tracking,gesticulation,human-computer interaction,speech,virtual character animation}, id = {b72b483b-a04e-3c63-961c-20c15a89c6c6}, created = {2015-04-03T07:40:31.000Z}, file_attached = {true}, profile_id = {a66836e9-8248-3ca5-ad1d-8f3bf4a497e4}, last_modified = {2015-12-11T20:36:34.000Z}, read = {false}, starred = {false}, authored = {true}, confirmed = {true}, hidden = {false}, citation_key = {Bozkurt2015a}, language = {Turkish}, bibtype = {inProceedings}, author = {Bozkurt, Elif and Khaki, Hossein and Kececi, Sinan and Turker, B Berker and Yemez, Yucel and Erzin, Engin}, booktitle = {SIU: Sinyal İşleme ve İletişim Uygulamaları Kurultayı} }
@article{ title = {A new tool for the automatic detection of muscular voluntary contractions in the analysis of electromyographic signals}, type = {article}, year = {2015}, identifiers = {[object Object]}, keywords = {Activation Detection,Electromyography,Human-computer interaction,Interactive Tool,Muscular voluntary contraction,Signal Processing}, pages = {492-499}, volume = {27}, id = {4eab4611-b095-3dd0-ba9b-44ac43f0bc00}, created = {2017-07-05T10:00:16.714Z}, file_attached = {false}, profile_id = {b3841947-0686-350c-9ea2-f8dfdd701b6e}, group_id = {ddda9c0d-ed30-3830-aac0-d912e80555a5}, last_modified = {2017-07-05T10:00:20.641Z}, read = {false}, starred = {false}, authored = {false}, confirmed = {true}, hidden = {false}, folder_uuids = {e48886ef-4439-4536-a2af-81f2bb4d1895}, abstract = {Electromyographic (EMG) signals play a key role in many clinical and\nbiomedical applications. They can be used for identifying patients with\nmuscular disabilities, assessing lower-back pain, kinesiology and motor\ncontrol. There are three common applications of the EMG signal: (1) to\ndetermine the activation timing of the muscle; (2) to estimate the force\nproduced by the muscle and (3) to analyze muscular fatigue through\nanalysis of the frequency spectrum of the signal. We have developed an\nEMG tool that was incorporated in an existing web-based biosignal\nacquisition and processing framework. This tool can be used on a\npost-processing environment and provides not only frequency and time\nparameters, but also an automatic detection of starting and ending times\nfor muscular voluntary contractions using a threshold-based algorithm\nwith the inclusion of the Teager-Kaiser energy operator. The algorithm\nfor the muscular voluntary contraction detection can also be reported\nafter a real-time acquisition, in order to discard possible outliers and\nsimultaneously compare activation times in different muscles. This tool\ncovers all known applications and allows a careful and detailed analysis\nof the EMG signal for both clinicians and researchers. The detection\nalgorithm works without user interference and is also user-independent.\nIt manages to detect muscular activations in an interactive process. The\nuser simply has to select the signal's time interval as input, and the\noutcomes are provided afterwards.}, bibtype = {article}, author = {Pimentel, Angela and Gomes, Ricardo and Olstad, Bj??rn Harald and Gamboa, Hugo}, journal = {Interacting with Computers}, number = {5} }
@inProceedings{ title = {JESTKOD Veritabanı:İkili İletişim Analizi}, type = {inProceedings}, year = {2015}, identifiers = {[object Object]}, keywords = {SIU,affective state tracking,gesticulation,human-computer interaction,speech,virtual character animation}, id = {b72b483b-a04e-3c63-961c-20c15a89c6c6}, created = {2015-04-03T07:40:31.000Z}, file_attached = {true}, profile_id = {a66836e9-8248-3ca5-ad1d-8f3bf4a497e4}, last_modified = {2015-12-10T08:05:44.000Z}, read = {false}, starred = {false}, authored = {true}, confirmed = {true}, hidden = {false}, citation_key = {Bozkurt2015a}, language = {Turkish}, bibtype = {inProceedings}, author = {Bozkurt, Elif and Khaki, Hossein and Keçeci, Sinan and Türker, B Berker and Yemez, Yücel and Erzin, Engin}, booktitle = {SIU: Sinyal İşleme ve İletişim Uygulamaları Kurultayı} }
@article{mao_social_2014, title = {Social media for learning: {A} mixed methods study on high school students technology affordances and perspectives}, volume = {33}, issn = {0747-5632}, doi = {10.1016/j.chb.2014.01.002}, journal = {Computers in Human Behavior}, author = {Mao, Jin}, year = {2014}, keywords = {Arts and Humanities (miscellaneous), General Psychology, Human-Computer Interaction, affordances, benefits, social media}, pages = {213--223} }
@book{laurel_computers_2014, address = {Upper Saddle River, NJ}, edition = {Second edition}, title = {Computers as theatre}, isbn = {978-0-321-91862-8}, publisher = {Addison-Wesley}, author = {Laurel, Brenda}, year = {2014}, note = {03491}, keywords = {Human-computer interaction, User interfaces (Computer systems), engagement} }
@Article{Avlonitis_2014, author = {Avlonitis, Markos and Chorianopoulos, Konstantinos}, title = {{Video Pulses: User-based modeling of interesting video segments}}, journal = {Advances in Multimedia}, year = {2014}, pages = {1--9}, abstract = {We present a user-based method that detects regions of interest within a video, in order to provide video skims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method, which makes sense of a web video by analyzing users Replay interactions with the video player. In particular, we have modeled the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we have calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity signal and the pulse of reference. We have found that users Replay activity significantly matches the important segments in information-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user activity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for modeling the semantics of a social video on the Web.}, doi = {10.1155/2014/712589}, url_Paper={Avlonitis_2014.pdf}, keywords = {analytics,human-computer interaction,implicit,information retrieval,interaction,multimedia,region of interest,semantics,signal processing,time-series,user modeling,video,video lecture}, mendeley-tags = {analytics,human-computer interaction,information retrieval,multimedia,semantics,signal processing,time-series,video lecture}, url = {http://www.hindawi.com/journals/am/2014/712589/}, }
@Article{Gkonela_2014, author = {Gkonela, Chrysoula and Chorianopoulos, Konstantinos}, title = {{VideoSkip: event detection in social web videos with an implicit user heuristic}}, journal = {Multimedia Tools and Applications}, year = {2014}, volume = {69}, number = {2}, pages = {383--396}, month = {feb}, abstract = {In this paper, we present a user-based event detection method for social web videos. Previous research in event detection has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the contents of a video. There are few user-centric approaches that have considered either search keywords, or external data such as comments, tags, and annotations. Moreover, some of the user-centric approaches imposed an extra effort to the users in order to capture required information. In this research, we are describing a method for the analysis of implicit users' interactions with a web video player, such as pause, play, and thirty-seconds skip or rewind. The results of our experiments indicated that even the simple user heuristic of local maxima might effectively detect the same video-events, as indicated manually. Notably, the proposed technique was more accurate in the detection of events that have a short duration, because those events motivated increased user interaction in video hot-spots. The findings of this research provide evidence that we might be able to infer semantics about a piece of unstructured data just from the way people actually use it.}, doi = {10.1007/s11042-012-1016-1}, url_Paper={Gkonela_2014.pdf}, issn = {1380-7501}, keywords = {Event detection,Experiment,Semantics,User-based,Video,Video lectures,Web,analytics,human-computer interaction,information retrieval,interaction,multimedia,social media,software technology,time-series}, mendeley-tags = {Video lectures,analytics,human-computer interaction,information retrieval,interaction,multimedia,social media,software technology,time-series}, publisher = {Springer Netherlands}, url = {http://www.springerlink.com/content/c1m1565463117216/}, }
@Article{Chorianopoulos_2014c, author = {Chorianopoulos, Konstantinos and Giannakos, Michail N.}, title = {{Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice}}, journal = {International Journal on Serious Games}, year = {2014}, volume = {1}, number = {3}, pages = {51--59}, abstract = {There is growing interest in the employment of serious video games in science education, but there are no clear design principles. After surveying previous work in serious video game design, we highlighted the following design principles: 1) engage the students with narrative (hero, story), 2) employ familiar gameplay mechanics from popular video games, 3) engage students into constructive trial and error game-play and 4) situate collaborative learning. As illustrated examples we designed two math video games targeted to primary education students. The gameplay of the math video games embeds addition operations in a seamless way, which has been inspired by that of classic platform games. In this way, the students are adding numbers as part of popular gameplay mechanics and as a means to reach the video game objective, rather than as an end in itself. The employment of well-defined principles in the design of math video games should facilitate the evaluation of learning effectiveness by researchers. Moreover, educators can deploy alternative versions of the games in order to engage students with diverse learning styles. For example, some students might be motived and benefited by narrative, while others by collaboration, because it is unlikely that one type of serious video game might fit all learning styles. The proposed principles are not meant to be an exhaustive list, but a starting point for extending the list and applying them in other cases of serious video games beyond mathematics and learning.}, doi = {10.17083/ijsg.v1i3.12}, url_Paper={Chorianopoulos_2014c.pdf}, keywords = {Design Principles,Education,Guidelines,Interaction Design,Mathematics,Serious Video Games,design,education,human-computer interaction,learning,video games}, mendeley-tags = {design,education,human-computer interaction,learning,video games}, }
@InProceedings{Armeni_2013, author = {Armeni, Iro and Chorianopoulos, Konstantinos}, title = {{Pedestrian navigation and shortest path: Preference versus distance}}, booktitle = {Workshop Proceedings of the 9th International Conference on Intelligent Environments IE'13, July 16-19, 2013, Athens, Greece}, year = {2013}, pages = {647--652}, publisher = {IOS}, abstract = {Contemporary digital maps provide an option for pedestrian navigation, but they do not account for subjective preferences in the calculation of the shortest path, which is usually provided in terms of absolute distance. For this purpose, we performed a controlled experiment with local pedestrians, who were asked to navigate from point A to point B in a fast manner. The pedestrians' routes were recorded by means of a GPS device and then plotted on a map for comparison with suggested itinerary from a digital map. We found that the preferred shortest path is significantly different to the suggested one. Notably, the preffered paths were slightly longer than the suggested, but there was no effect in the trip duration because there were fewer obstacles, such as cars. Since many pedestrians employ GPS enabled devices, the findings of this research inform the development of mobile applications and the design of new subjective map layers for city dwellers.}, doi = {10.3233/978-1-61499-286-8-647}, url_Paper={Armeni_2013.pdf}, keywords = {cartography,citizen science,collective,community,experiment,gps,grass roots,human-computer interaction,map,multimedia,participatory,pedestrian,preference,route,shortest path,trajectory,ubiquitous computing,well-being}, mendeley-tags = {cartography,citizen science,community,grass roots,human-computer interaction,multimedia,participatory,route,trajectory,ubiquitous computing,well-being}, url = {http://ebooks.iospress.nl/publication/33920}, }
@InCollection{Chorianopoulos_2013a, author = {Chorianopoulos, Konstantinos and Shamma, David Ayman and Kennedy, Lyndon}, title = {{Social Video Retrieval: Research Methods in Controlling, Sharing, and Editing of Web Video}}, booktitle = {Social Media Retrieval}, publisher = {Springer}, year = {2013}, editor = {Ramzan, Naeem and van Zwol, Roelof and Lee, Jong-Seok and Cl{\"{u}}ver, Kai and Hua, Xian-Sheng}, pages = {3--22}, abstract = {Content-based video retrieval has been a very efficient technique with new video content, but it has not regarded the increasingly dynamic interactions between users and content. We present a comprehensive survey on user-based techniques and instrumentation for social video retrieval researchers. Community-based approaches suggest there is much to learn about an unstructured video just by analyzing the dynamics of how it is being used. In particular, we explore three pillars of online user activity with video content: 1) Seeking patterns within a video is linked to interesting video segments, 2) Sharing patterns between users indicate that there is a correlation between social activity and popularity of a video, and 3) Editing of live events is automated through the synchronization of audio across multiple viewpoints of the same event. Moreover, we present three complementary research methods in social video retrieval: Experimental replication of user activity data and signal analysis, data mining and prediction on natural user activity data, and hybrid techniques that combine robust content-based approaches with crowd sourcing of user gener- ated content. Finally, we suggest further research directions in the combination of richer user- and content-modeling, because it provides an attractive solution to the personalization, navigation, and social consumption of videos.}, url_Paper={Chorianopoulos_2013a.pdf}, isbn = {978-1-4471-4555-4}, keywords = {human-computer interaction,information retrieval,media technology,methodology,multimedia,survey,video}, mendeley-tags = {human-computer interaction,information retrieval,media technology,methodology,multimedia,survey,video}, url = {http://link.springer.com/chapter/10.1007/978-1-4471-4555-4{\_}1}, doi = {10.1007/978-1-4471-4555-4_1}, }
@article{lantz-andersson_crossing_2013, title = {Crossing boundaries in {Facebook}: {Students} framing of language learning activities as extended spaces}, volume = {8}, issn = {1556-1607}, doi = {10.1007/s11412-013-9177-0}, number = {3}, journal = {International Journal of Computer-Supported Collaborative Learning}, author = {Lantz-Andersson, Annika and Vigmo, Sylvi and Bowen, Rhonwen}, year = {2013}, keywords = {Education, Human-Computer Interaction, social media}, pages = {293--312} }
@article{junco_inequalities_2013, title = {Inequalities in {Facebook} use}, volume = {29}, issn = {0747-5632}, doi = {10.1016/j.chb.2013.05.005}, number = {6}, journal = {Computers in Human Behavior}, author = {Junco, Reynol}, year = {2013}, keywords = {Arts and Humanities (miscellaneous), Facebook, General Psychology, Human-Computer Interaction, social media}, pages = {2328--2336} }
@inProceedings{ title = {Domain-specific languages for agile urban policy modelling}, type = {inProceedings}, year = {2013}, identifiers = {[object Object]}, keywords = {Domain-specific languages,Human-computer interaction,Smart cities,Urban planning,Urban policy modelling}, id = {c95a3a8b-2771-3bde-81bb-a4933a04b581}, created = {2017-12-26T09:58:33.805Z}, file_attached = {false}, profile_id = {37b62785-c736-3e4c-9cd5-ded1c9f91b27}, last_modified = {2017-12-26T09:58:33.805Z}, read = {false}, starred = {false}, authored = {true}, confirmed = {false}, hidden = {false}, private_publication = {false}, abstract = {In this paper we present a new approach of performing urban policy modelling and making with the help of ICT enabled tools. We present a complete policy cycle that includes creating policy plans, securing stakeholders and public engagement, implementation, monitoring, and evaluating a particular policy model. ICT enabled tools can be deployed at various stages in this cycle, but they require an intuitive interface which can be supported by domainspecific languages (DSLs) as the means to express policy modelling aspects such as computational processes and computer-readable policy rules in the words of the domain expert. In order to evaluate the use of such languages, we present a real-world scenario from the urbanAPI project. We describe how DSLs for this scenario would look like. Finally, we discuss strengths and limitations of our approach as well as lessons learnt. © ECMS Webjørn Rekdalsbakken.}, bibtype = {inProceedings}, author = {Krämer, M. and Ludlow, D. and Khan, Z.}, booktitle = {Proceedings - 27th European Conference on Modelling and Simulation, ECMS 2013} }
@article{tess_role_2013, title = {The role of social media in higher education classes (real and virtual) {A} literature review}, volume = {29}, issn = {0747-5632}, doi = {10.1016/j.chb.2012.12.032}, number = {5}, journal = {Computers in Human Behavior}, author = {Tess, Paul A.}, year = {2013}, keywords = {Human-Computer Interaction, Psychology(all), facebook, social media, twitter}, pages = {A60--A68} }
@InProceedings{Garneli_2013, author = {Garneli, Varvara and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia}, title = {{Learning by Playing and Learning by Making}}, booktitle = {4th International Conference on Serious Games Development and Applications (SGDA 2013), Trondheim, Norway on 25-27 September 2013.}, year = {2013}, pages = {76--85}, abstract = {Serious video games have been proposed as a means to engage students with the Science, Technology, Engineering, Mathematics (STEM) curric-ulum, but there is limited research on the required game elements and teaching practices. In particular, there is limited evidence on the effects of the storytelling element and of student involvement in making games on the learning performance and on the attitudes of the students. For this purpose, we designed a between groups experiment with eighty students (12 to 13 years old). They formed three equivalent groups of twenty students each who practiced with a serious game in three different ways. The first group played the storytelling game, the second played the same game but with no story, and the third was engaged with modifying the game code. Finally, the last (control) group practiced traditionally by solving exercises on paper. We found that girls with low grades benefited the most by playing the game and by engaging with the code and that the game making group wishes to repeat the exercise. Further research should perform similar studies with a focus on involving students in serious game modification, over longer periods of time and for additional curriculum topics.}, url_Paper={Garneli_2013.pdf}, keywords = {CS education,Scratch,behaviorism,children,code engagement,computer education,constructivism,education,human-computer interaction,learning,making,playing,programming environment,serious game,storytelling element}, mendeley-tags = {Scratch,children,computer education,education,human-computer interaction,learning,making,playing}, doi = {10.1007/978-3-642-40790-1_8}, }
@InProceedings{Giannakis_2013, author = {Giannakis, Konstantinos and Chorianopoulos, Konstantinos and Jaccheri, Letizia}, title = {{User Requirements for Gamifying Sports Software}}, booktitle = {3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS)}, year = {2013}, pages = {22--26}, publisher = {IEEE}, abstract = {Sports tracking software for casual exercising has become popular with smart phone users who are concerned about their health and fitness. Nevertheless, there is limited research on the user requirements for sports tracking software, which needs to be fun and easy to use in order to appeal to a broad set of users. For this purpose, we employed a four-week long experiment with five users who were asked to perform multiple workouts with two levels of gamification. The first treatment stands for no gamification and the second treatment provided rich visual feedback, such as speed, distance, elapsed time, map. At the end of the experiment, we asked users to describe the devices. Both devices included GPS sensor, so we also measured the distance covered for each one of the workouts. We found that augmented feedback from mobile self-tracking devices can promote working out, but there is also a trade-off of increased anxiety and disorientation. Thus, we suggest that sports tracking software should be modest about how much and what type of visual information it provides to the user. In particular, we found that the only piece of visual information that had an impact on performance was average speed, which indicates a connection with gamication. Further research should consider additional levels of gamification beyond score, such as graphics, sociability, rules.}, url_Paper={Giannakis_2013.pdf}, keywords = {GPS,Interaction styles,augmented feed-back,evaluation,human factors,human-computer interaction,map,multimedia,quantified shelf,sports,ubiquitous computing,well-being}, mendeley-tags = {GPS,evaluation,human-computer interaction,map,multimedia,quantified shelf,sports,ubiquitous computing,well-being}, doi = {10.1109/GAS.2013.6632585}, }
@inproceedings{ Chorianopoulos2013d, abstract = {Contemporary digital maps provide an option for pedestrian navigation, but they do not account for subjective preferences in the calculation of the shortest path, which is usually provided in terms of absolute distance. For this purpose, we performed a controlled experiment with local pedestrians, who were asked to navigate from point A to point B in a fast manner. The pedestrians’ routes were recorded by means of a GPS device and then plotted on a map for comparison with suggested itinerary from a digital map. We found that the preferred shortest path is significantly different to the suggested one. Notably, the preffered paths were slightly longer than the suggested, but there was no effect in the trip duration because there were fewer obstacles, such as cars. Since many pedestrians employ GPS enabled devices, the findings of this research inform the development of mobile applications and the design of new subjective map layers for city dwellers.}, author = {Chorianopoulos, Konstantinos}, booktitle = {Workshop Proceedings of the 9th International Conference on Intelligent Environments IE'13, July 16-19, 2013, Athens, Greece}, url1 = {Pedestrian navigation and shortest path Preference versus distance.pdf}, keywords = {chartography,citizen science,collective,community,experiment,gps,grass roots,human-computer interaction,map,multimedia,participatory,pedestrian,preference,route,shortest path,trajectory,ubiquitous computing,well-being}, mendeley-tags = {chartography,citizen science,community,grass roots,human-computer interaction,multimedia,participatory,route,trajectory,ubiquitous computing,well-being}, pages = {647--652}, publisher = {IOS}, title = {{Pedestrian navigation and shortest path: Preference versus distance}}, url2 = {http://ebooks.iospress.nl/publication/33920}, year = {2013} }
@InProceedings{Rautiainen_2013, author = {Rautiainen, Mika and Heikkinen, Arto and Sarvanko, Jouni and Chorianopoulos, Konstantinos and Kostakos, Vassilis and Ylianttila, Mika}, title = {{Time shifting patterns in browsing and search behavior for catch-up TV on the web}}, booktitle = {Proceedings of the 11th european conference on Interactive TV and video - EuroITV '13}, year = {2013}, pages = {117--120}, address = {New York, New York, USA}, month = {jun}, publisher = {ACM Press}, abstract = {Catch-up TV services on the Web have facilitated time-shifted TV viewing. However, there is limited information about user search behavior with regard to recently time-shifted versus archival TV content. We deployed two distinct content-based web services to explore information retrieval of time-shifted TV content. The first web service is based on a browsing metaphor, while the second is based on free text content search metaphor. We analyzed more than 5000 user sessions from 12 months of logs and found that the programs accessed via browsing categorized program content summaries were typically less than one week old. In contrast, the programs accessed via free text search on subtitle content were typically more than a week old. Our findings provide a first assessment of user behavior in accessing time-shifted and archival TV content. Further research should develop the user experience for content-based TV access and explore the sharing patterns of archival TV content on social networks.}, doi = {10.1145/2465958.2465965}, url_Paper={Rautiainen_2013.pdf}, isbn = {9781450319515}, keywords = {TV,TiVo,catch-up tv,content-based retrieval,human-computer interaction,information retrieval,multimedia,navigation,software technology,user behavior,video}, mendeley-tags = {TV,TiVo,human-computer interaction,information retrieval,multimedia,navigation,software technology,video}, url = {http://dl.acm.org/citation.cfm?id=2465958.2465965}, }
@Article{Giannakos_2013b, author = {Giannakos, Michail N. and Chorianopoulos, Konstantinos and Inkpen, Kori and Du, Honglu and Johns, Paul}, title = {{Understanding childrens behavior in an asynchronous video-mediated communication environment}}, journal = {Personal and Ubiquitous Computing}, year = {2013}, volume = {17}, number = {8}, pages = {1621--1629}, month = {apr}, abstract = {Video-mediated communication (VMC) has become a feasible way to connect people in remote places for work and play. Nevertheless, little research has been done with regard to children and VMC. In this paper, we explore the behavior of a group of children, who exchanged video messages in an informal context. In particular, this paper presents the results of 11-week VMC study of 30 children from the USA and Greece, exploring children's behavior with the asynchronous video-based messaging tool we developed called VideoPal. In the study, children's interactions, perceptions, content exchanged and emotions were collected. The results from the analyses highlight that the emotion of happiness dominated in the communication. Moreover, the content included useful personal information and is connected with children's interactions (e.g., number of views and of recipients). In addition, children generally preferred VideoPal to email because they felt that it was easier and has more fun.}, doi = {10.1007/s00779-012-0525-2}, url_Paper={Giannakos_2013b.pdf}, issn = {1617-4909}, keywords = {Asynchronous,Children,Emotions,Interactions,Perceptions,Social media,Video-mediated communication,affective,human-computer interaction,messaging,multimedia,social networking,ubiquitous computing}, mendeley-tags = {Social media,affective,human-computer interaction,messaging,multimedia,social networking,ubiquitous computing}, url = {http://www.springerlink.com/content/u027243678187477/}, }
@article{ title = {A gesture-driven computer interface using Kinect}, type = {article}, year = {2012}, identifiers = {[object Object]}, keywords = {Cameras,Covariance matrix,Euclidean distance metric,Gesture recognition,Human action recognition,Human-computer interaction,Humans,Joints,Kinect SDK,Kinect camera,Real time systems,Vectors,automatic human action recognition,close-range gesture recognition,covariance analysis,feature covariances,feature vectors,gesture-driven computer interface,hand gesture recognition,human computer interaction,infrared imaging,log-Euclidean metric,nearest-neighbor classification,pattern classification,skeleton model,storage temporal,temporal misalignment,video signal processing}, pages = {185-188}, websites = {http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=6202484}, id = {7cf2292a-0e8f-3b19-b128-fad72264a7be}, created = {2017-01-13T10:27:35.000Z}, file_attached = {true}, profile_id = {5d07ba72-227e-314d-9d79-37271da759ee}, group_id = {e79131d5-b618-3b3c-ae97-e4263040fd28}, last_modified = {2017-03-14T16:56:30.626Z}, read = {false}, starred = {false}, authored = {false}, confirmed = {true}, hidden = {false}, abstract = {Automatic recognition of human actions from video has been studied for many years. Although still very difficult in uncontrolled scenarios, it has been successful in more restricted settings (e.g., fixed viewpoint, no occlusions) with recognition rates approaching 100%. However, the best-performing methods are complex and computationally-demanding and thus not well-suited for real-time deployments. This paper proposes to leverage the Kinect camera for close-range gesture recognition using two methods. Both methods use feature vectors that are derived from the skeleton model provided by the Kinect SDK in real-time. Although both methods perform nearest-neighbor classification, one method does this in the space of features using the Euclidean distance metric, while the other method does this in the space of feature covariances using a log-Euclidean metric. Both methods recognize 8 hand gestures in real time achieving correct-classification rates of over 99% on a dataset of 20 subjects but the method based on Euclidean distance requires feature-vector collections to be of the same size, is sensitive to temporal misalignment, and has higher computation and storage requirements.}, bibtype = {article}, author = {Lai, Kam and Konrad, Janusz and Ishwar, Prakash}, journal = {2012 IEEE Southwest Symposium on Image Analysis and Interpretation} }
@book{cunningham_experimental_2012, address = {Boca Raton, FL}, series = {An {A} {K} {Peters} book}, title = {Experimental design: from user studies to psychophysics}, isbn = {978-1-56881-468-1}, shorttitle = {Experimental design}, publisher = {CRC Press}, author = {Cunningham, Douglas W.}, collaborator = {Wallraven, Christian}, year = {2012}, keywords = {Computer science, Experimental design, Experiments, Human-computer interaction, Psychophysics} }
@article{ramirez_landmarke_2012, title = {Landmarke: {An} ad hoc deployable ubicomp infrastructure to support indoor navigation of firefighters}, volume = {16}, issn = {16174909}, doi = {10.1007/s00779-011-0462-5}, abstract = {Indoor navigation plays a central role for the safety of firefighters. The circumstances in which a firefighting intervention occurs represent a rather complex challenge for the design of supporting technology. In this paper, we present the results of our work designing an ad hoc ubicomp infrastructure to support navigation of firefighters working in structure fires inside the zone of danger. We take a wider approach, complementing the technical questions with the development of effective navigation practices based on technology available today. We provide an overview of the complete design process, from the theoretical and empirical underpinnings to the construction and evaluation of three iterations of the platform. We report the results of our evaluation and the implications and tensions uncovered in this process, and we discuss the challenges and implications of it for the design of ubicomp for firefighters.}, number = {8}, journal = {Personal and Ubiquitous Computing}, author = {Ramirez, Leonardo and Dyrks, Tobias and Gerwinski, Jan and Betz, Matthias and Scholz, Markus and Wulf, Volker}, year = {2012}, keywords = {Ad hoc deployment, Firefighting, Human-computer interaction, Indoor navigation, Landmarke, Mobile ad hoc network, Navigation, Orientation, Sensor networks, Ubiquitous computing, Wearable computing}, pages = {1025--1038}, }
@book{jacko_human-computer_2012, address = {Boca Raton, FL}, edition = {3rd ed}, series = {Human factors and ergonomics}, title = {The human-computer interaction handbook: fundamentals, evolving technologies, and emerging applications}, isbn = {978-1-4398-2943-1}, shorttitle = {The human-computer interaction handbook}, publisher = {CRC Press}, collaborator = {Jacko, Julie A.}, year = {2012}, keywords = {Human-computer interaction} }
@article{2012-12-TarVerHam, Abstract = {The World of Warcraft (WoW) (Blizzard Entertainment, 2004) massively multiplayer online role playing game (MMORPG) provides users with extensive control over its user interface (UI), which has inspired the emergence of a large community devoted to developing UI modifications (UI modding). Through investigation of the members of the community of those who design and use UI modifications for WoW, we gather information that may aid in the creation of communities dedicated to modifying the interfaces of other software packages. The goal of this paper is to study the effect that user created interfaces have had on WoW and its community of users. To achieve this goal, we issued an online survey to WoW players that investigated four aspects of the community: (R1) the backgrounds of its members, (R2) their attitudes towards modifications and the community itself, (R3) their use of UI modifications, (R4) the characteristics and motivations of users who create and share modifications. The survey results represented numerous unique viewpoints and shed light on the varied nature of the UIM community of those who design and use WoW modifications. The results suggest that the interface of a videogame is best developed in concert with its players via UI modifications because the users of the system may be the best equipped to design or customize the interface to meet their needs. Since every user may have unique ideas about the perfect interface for a software package, perhaps the only way one could ever satisfy all users is to give them the ability to create their own.}, Author = {Targett, Sean and Verlysdonk, Victoria and Hamilton, Howard J. and Hepting, Daryl H.}, Date-Added = {2016-10-19 21:53:23 +0000}, Date-Modified = {2018-09-03 17:50:55 +0000}, Journal = {Game Studies: the international journal of computer game research}, Keywords = {World of Warcraft, massively multiplayer online game, statistical survey, user interface, human-computer interaction, user interface modification, user interface add-ons, modding, UI mods}, Month = {December}, Number = {2}, Title = {A Study of User Interface Modifications in World of Warcraft}, Volume = {12}, W-Projects = {games}, W-Type = {journal}, Year = {2012}, Bdsk-Url-1 = {http://gamestudies.org/1202/articles/ui_mod_in_wow}}
@Article{Song_2012_16042, author = {Song, Y. and Demirdjian, D. and Davis, R.}, journal = {ACM Transactions on Interactive Intelligent Systems}, number = {1}, pages = {5}, publisher = {ACM}, title = {Continuous body and hand gesture recognition for natural human-computer interaction}, volume = {2}, year = {2012}, title_with_no_special_chars = {Continuous body and hand gesture recognition for natural humancomputer interaction} }
@InProceedings{Leftheriotis_2012a, author = {Leftheriotis, Ioannis and Gkonela, Chrysoula and Chorianopoulos, Konstantinos}, title = {{Efficient Video Indexing on the Web : A System that Crowdsources User Interactions with a Video Player}}, booktitle = {2nd International ICST Conference on User Centric Media (UCMEDIA 2010)}, publisher = {Springer Berlin Heidelberg}, year = {2012}, editor = {Alvarez, Federico and Costa, Cristina}, volume = {60}, series = {Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering}, pages = {123--131}, address = {Berlin, Heidelberg}, month = {jan}, abstract = {In this paper, we propose a user-based video-indexing method, that automatically generates thumbnails of the most important scenes of an online video stream, by analyzing users' interactions with a web video player. As a test bench to verify our idea we have extended the YouTube video player into the VideoSkip system. In addition, VideoSkip uses a web-database (Google Application Engine) to keep a record of some important parameters, such as the timing of basic user actions (play, pause, skip). Moreover, we implemented an algorithm that selects representative thumbnails. Finally, we populated the system with data from an experiment with nine users. We found that the VideoSkip system indexes video content by leveraging implicit users interactions, such as pause and thirty seconds skip. Our early findings point toward improvements of the web video player and its thumbnail generation technique. The VideSkip system could compliment content-based algorithms, in order to achieve efficient video-indexing in difficult videos, such as lectures or sports.}, doi = {10.1007/978-3-642-35145-7_16}, url_Paper={Leftheriotis_2012a.pdf}, isbn = {978-3-642-35144-0}, keywords = {crowdsourcing,google app engine,human-computer interaction,indexing,interactive tv,multimedia,pragmatics,semantics,software technology,thumbnails,time-series,video,video lectures,youtube}, mendeley-tags = {human-computer interaction,multimedia,software technology,time-series,video lectures}, url = {http://dx.doi.org/10.1007/978-3-642-35145-7{\_}16}, }
@InProceedings{Mikalef_2012, author = {Mikalef, Konstantinos and Giannakos, Michail N. and Chorianopoulos, Konstantinos and Jaccheri, Letizia}, title = {{Do Not Touch the Paintings! The Benefits of Interactivity on Learning and Future Visits in a Museum}}, booktitle = {ICEC 2012}, year = {2012}, editor = {Herrlich, Marc and Malaka, Rainer and Masuch, Maic}, volume = {7522}, series = {Lecture Notes in Computer Science}, pages = {553--561}, address = {Berlin, Heidelberg}, publisher = {Springer}, abstract = {Educators and museum curators have recognized the value of interactivity, but it remains unclear what is the right level of interactivity in informal learning settings, such as museums. In this study, we explore the effect of in- creasing levels of interactivity on learning performance and students' intention for future museum visits. We developed an educational mobile application based on QR codes and quiz software, in order to augment visual arts comprehension during a visit to an art gallery. In addition to the mobile-based version of the game, a paper-based version was also employed followed by a controlled experiment. A total of 60 lyceum students (between 15 and 16 years old) participated in a between-groups evaluation that compared the performance of three levels of interactivity (passive guided tour, paper-based, mobile-based), as well as the perceptions among the groups. The results indicate that the mobile-based student group had higher performance in the post-assessment when compared with the paper-based one. Notably, perceived interest for the game affects students' perceptions for a future museum visit. Further research should consider the effects of higher-fidelity types of mobile applications, such as 3D graphics, as well as augmented-reality games.}, doi = {10.1007/978-3-642-33542-6}, url_Paper={Mikalef_2012.pdf}, isbn = {978-3-642-33541-9}, keywords = {computer education,e-learning,human-computer interaction,informal learning,mobile,mobile learning,multimedia,museum,perceptions,performance,ubiquitous computing}, mendeley-tags = {computer education,e-learning,human-computer interaction,mobile,multimedia,museum,ubiquitous computing}, url = {http://www.springerlink.com/content/n20l520212624g44/}, }
@InProceedings{Aasbakken_2012, author = {Aasbakken, Mia and Chorianopoulos, Konstantinos and Jaccheri, Letizia}, title = {{Evaluation of User Engagement and Message Comprehension in a Pervasive Software Installation}}, booktitle = {2nd International Workshop on Games and Software Engineering Realizing User Engagement with Game Engineering Techniques , ICSE 2012 workshop}, year = {2012}, pages = {27--30}, publisher = {IEEE}, abstract = {The goal of this work is to explore the relationship between pervasive software and user engagement towards environmental issues. We study this relationship in the context of an art installation that concerns the water cycle in nature. The research question is: How can we design and evaluate software that becomes a medium to engage and inform the user? We have gathered empirical data during a two days exhibition of two versions of a pervasive art installation by: observations, questionnaires, and input logs. Data analysis reveals that the art installation engaged users, with focus on young children, and communicated the intended message. The results are organized according to five important factors for developing and evaluating interacting art installations. These are: 1) data collection method; 2) user interaction; 3) social interaction; 4) issues about children; 5) message comprehension. We suggest that these factors can inform engineering practices for engaging software like video-games.}, doi = {10.1109/GAS.2012.6225923}, url_Paper={Aasbakken_2012.pdf}, keywords = {Social engagement,art,art installation,children,computer education,creativity,evaluation,human-computer interaction,interactivity,multi-touch,multimedia,pervasive software,software technology,surface,sustainabiity,tabletop,ubiquitous computing}, mendeley-tags = {art,children,computer education,creativity,evaluation,human-computer interaction,multi-touch,multimedia,software technology,surface,sustainabiity,tabletop,ubiquitous computing}, url = {http://dx.doi.org/10.1109/GAS.2012.6225923}, }
@InProceedings{Leftheriotis_2012, author = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos and Jaccheri, Letizia}, title = {{Tool support for developing scalable multiuser applications on multi-touch screens}}, booktitle = {Proceedings of the 2012 ACM international conference on Interactive tabletops and surfaces - ITS '12}, year = {2012}, pages = {371--374}, address = {New York, New York, USA}, month = {nov}, publisher = {ACM Press}, abstract = {MT (Multi-touch) screens are platforms that enhance multiuser collaboration. In this work, we underline the need for novel interaction techniques and toolkits that allow multi-user collaboration on larger MT surfaces. We present ChordiAction toolkit that makes use of a novel chorded interaction technique allowing simultaneous multi-user interaction on scalable MT applications. We describe the design, the architecture and some efficient customizations practices of the toolkit and show how it can be effectively embedded in an application for multiuser interaction. As a proof of concept, we present some example applications using ChordiAction toolkit showing its potentials and discuss our future plans for further evaluation of this technique.}, doi = {10.1145/2396636.2396703}, url_Paper={Leftheriotis_2012.pdf}, isbn = {9781450312097}, keywords = {Surface,chords,collaboration,human-computer interaction,large multi-touch screens,multi-touch,multi-user,software technology,toolkit,ubiquitous computing}, mendeley-tags = {Surface,collaboration,human-computer interaction,multi-user,software technology,ubiquitous computing}, url = {http://dl.acm.org/citation.cfm?id=2396636.2396703}, }
@book{alwi_investigating_2011, address = {New York}, title = {Investigating an {Online} {Museum}'s {Information} {System} {Instructional} {Design} for {Effective} {Human}-{Computer} {Interaction}}, isbn = {978-1-4419-7611-6}, abstract = {Information and communications technology (ICT) tools have completely altered the way museum curators design many of their exhibits. The literature reveals many interesting studies, which explain the unique nature and characteristics of the Web-based environment, to provide many educational advantages. As a consequence, online learning is now an important agenda for many museums. They have become learning institutions in their own right as they enhance their exhibits to leverage the opportunities offered by ICT tools; thereby providing a wider (cognitive) thinking space for their online visitors. Although the role of museums in supporting the formal education of the general population is usually associated with visits to a physical museum, the online museum environment is now playing an important part in providing more information to people, as well as further enriching their life-long learning experiences. Nevertheless not enough is known about the educational effectiveness of online-museum exhibits. This paper describes a doctoral project, underway in Australia that examines the human-computer interaction (HCI) which occurs when people access online museum exhibits.}, language = {English}, publisher = {Springer}, author = {Alwi, Asmidah and McKay, Elspeth}, editor = {Ifenthaler, D. and Isaias, P. and Spector, J. M. and Kinshuk and Sampson, D. G.}, year = {2011}, note = {WOS:000395616500002}, keywords = {Cognitive preferences, Human-computer interaction, Instructional architecture, Instructional design, Online museums, Web-based learning, individual-differences} }
@InProceedings{Du_2011b, author = {Du, Honglu and Inkpen, Kori and Tang, John and Roseway, Asta and Hoff, Aaron and Johns, Paul and Czerwinski, Mary and Meyers, Brian and Chorianopoulos, Konstantinos and Gross, Tom and Lungstrang, Peter}, title = {{VideoPal : System Description}}, booktitle = {Adjunct Proceedings of CSCW 2011}, year = {2011}, number = {Figure 1}, pages = {1--2}, abstract = {In this paper we provide a description of VideoPal, an asynchronous video-mediated communication tool.}, url_Paper={Du_2011b.pdf}, keywords = {Asynchronous CMC,VideoPal,collaboration,human-computer interaction,media technology,software technology}, mendeley-tags = {collaboration,human-computer interaction,media technology,software technology}, }
@InProceedings{Magielse2011-P_IE, Title = {An Interdisciplinary Approach to Designing an Adaptive Lighting Environment}, Author = {Remco Magielse and Sunder Rao and Paola Jaramillo and Philip Ross and Tanir Ozcelebi and Oliver Amft}, Booktitle = {IE 2011: Proceedings of the 7th International Conference on Intelligent Environments}, Year = {2011}, Abstract = {In this paper an interdisciplinary study towards the development of adaptive lighting environments is presented, involving experts from the domains of human-system interaction, activity and context recognition, and system architecture design. The goal of this work is to explore the design options and technical challenges for adaptive lighting environments from an interdisciplinary perspective, in the domain of 'office environments'. Two significant contributions are made with regard to the implementation of adaptive lighting in office environments and an evaluation method that is in line with the interdisciplinary approach. A qualitative study was performed with experts from three different disciplines to extrapolate joint research areas for further investigation. Our main findings are described with regard to the three involved fields.}, Doi = {10.1109/IE.2011.28}, File = {Magielse2011-P_IE.pdf:Magielse2011-P_IE.pdf:PDF;http\://vimeo.com/26960033:http\://vimeo.com/26960033:URL}, Keywords = {Ambient intelligence, Context Awareness, Human-Computer Interaction, Ubiquitous Computing}, Owner = {oamft}, Timestamp = {2011/05/15} }
@Article{Amft2011-J_IEEEPervComput, Title = {Smart Energy Systems}, Author = {Oliver Amft and Richard Medland and Marcus Foth and Petromil Petkov and Joana Abreu and Francisco Câmara Pereira and Philip Johnson and Robert Brewer and James Pierce and Eric Paulos}, Journal = {IEEE Pervasive Computing}, Year = {2011}, Month = {January--March}, Note = {Works-in-progress}, Number = {1}, Pages = {63--65}, Volume = {10}, Abstract = {Six works in progress look at various projects to differentiate energy-use patterns and otherwise refine options for managing energy systems intelligently and autonomously. This department is part of a special issue on smart energy systems.}, Doi = {10.1109/MPRV.2011.10}, File = {Amft2011-J_IEEEPervComput.pdf:Amft2011-J_IEEEPervComput.pdf:PDF}, Keywords = {human-computer interaction, environmental system engineering}, Owner = {oamft}, Timestamp = {2011/02/21} }
@inproceedings{Sarvadevabhatla:2011:AFE:2070481.2070488, author = {Sarvadevabhatla, Ravi Kiran and Benovoy, Mitchel and Musallam, Sam and Ng-Thow-Hing, Victor}, title = {Adaptive facial expression recognition using inter-modal top-down context}, booktitle = {Proceedings of the 13th international conference on multimodal interfaces}, series = {ICMI '11}, year = {2011}, isbn = {978-1-4503-0641-6}, location = {Alicante, Spain}, pages = {27--34}, numpages = {8}, url = {http://doi.acm.org/10.1145/2070481.2070488}, doi = {10.1145/2070481.2070488}, acmid = {2070488}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {context, facial expression recognition, human-computer interaction, mask, multi-modal}, URL = {http://npl.mcgill.ca/Papers/Adaptive Facial Expression Recognition Using Inter-modal top-down context.pdf}, abstract = {The role of context in recognizing a person's affect is being increasingly studied. In particular, context arising from the presence of multi-modal information such as faces, speech and head pose has been used in recent studies to recognize facial expressions. In most approaches, the modalities are independently considered and the effect of one modality on the other, which we call inter-modal influence (e.g. speech or head pose modifying the facial appearance) is not modeled. In this paper, we describe a system that utilizes context from the presence of such inter-modal influences to recognize facial expressions. To do so, we use 2-D contextual masks which are activated within the facial expression recognition pipeline depending on the prevailing context. We also describe a framework called the Context Engine. The Context Engine offers a scalable mechanism for extending the current system to address additional modes of context that may arise during human-machine interactions. Results on standard data sets demonstrate the utility of modeling inter-modal contextual effects in recognizing facial expressions.}, }
@InProceedings{Du_2011, author = {Du, Honglu and Inkpen, Kori and Tang, John and Roseway, Asta and Hoff, Aaron and Johns, Paul and Czerwinski, Mary and Meyers, Brian and Chorianopoulos, Konstantinos and Gross, Tom and Lungstrang, Peter}, title = {{VideoPal : An Asynchronous Video Based Communication System to Connect Children from US and Greece}}, booktitle = {Adjunct Proceedings of CSCW 2011}, year = {2011}, abstract = {In this paper we describe VideoPal, a novel video based asynchronous communication system. VideoPal is currently being used by approximately 30 4th and 5th grade students from the US and Greece to explore the opportunities and challenges of video-mediated asynchronous communication in supporting traditional Pen Pal activities.}, url_Paper={Du_2011.pdf}, keywords = {Children,Education,Pen Pal,Video,collaboration,computer education,human-computer interaction,media technology,software technology,synchronous CMC}, mendeley-tags = {collaboration,computer education,human-computer interaction,media technology,software technology}, }
@article{lampe_student_2011, title = {Student use of {Facebook} for organizing collaborative classroom activities}, volume = {6}, issn = {1556-1607}, doi = {10.1007/s11412-011-9115-y}, number = {3}, journal = {International Journal of Computer-Supported Collaborative Learning}, author = {Lampe, Cliff and Wohn, Donghee Yvette and Vitak, Jessica and Ellison, Nicole B. and Wash, Rick}, year = {2011}, keywords = {Education, Human-Computer Interaction, social media}, pages = {329--347} }
@inproceedings{ Sarvadevabhatla:2011:AFE:2070481.2070488, author = {Sarvadevabhatla, Ravi Kiran and Benovoy, Mitchel and Musallam, Sam and Ng-Thow-Hing, Victor}, title = {Adaptive facial expression recognition using inter-modal top-down context}, booktitle = {Proceedings of the 13th international conference on multimodal interfaces}, series = {ICMI '11}, year = {2011}, isbn = {978-1-4503-0641-6}, location = {Alicante, Spain}, pages = {27--34}, numpages = {8}, url = {http://doi.acm.org/10.1145/2070481.2070488}, doi = {10.1145/2070481.2070488}, acmid = {2070488}, publisher = {ACM}, address = {New York, NY, USA}, keywords = {context, facial expression recognition, human-computer interaction, mask, multi-modal}, url = {http://npl.mcgill.ca/Papers/Adaptive Facial Expression Recognition Using Inter-modal top-down context.pdf}, abstract = {The role of context in recognizing a person's affect is being increasingly studied. In particular, context arising from the presence of multi-modal information such as faces, speech and head pose has been used in recent studies to recognize facial expressions. In most approaches, the modalities are independently considered and the effect of one modality on the other, which we call inter-modal influence (e.g. speech or head pose modifying the facial appearance) is not modeled. In this paper, we describe a system that utilizes context from the presence of such inter-modal influences to recognize facial expressions. To do so, we use 2-D contextual masks which are activated within the facial expression recognition pipeline depending on the prevailing context. We also describe a framework called the Context Engine. The Context Engine offers a scalable mechanism for extending the current system to address additional modes of context that may arise during human-machine interactions. Results on standard data sets demonstrate the utility of modeling inter-modal contextual effects in recognizing facial expressions.} }
@InProceedings{Leftheriotis_2011a, author = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos}, title = {{Multi-user Chorded Toolkit for Multi-touch Screens}}, booktitle = {3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11)}, year = {2011}, pages = {161--164}, abstract = {In this work, we present the design and implementation of a chorded menu for multiple users on a large multi-touch vertical display. Instead of selecting an item in a fixed menu by reaching for it, users make a selection by touching multiple fingers simultaneously on any place of the display. Previous research on multi-touch toolkits has provided basic access to touch events, but there is no support for advanced user interface widgets, such as chords. For this purpose, we extended the open-source PyMT toolkit with an architecture that supports alternative user interaction strategies with chorded menus. In addition, we built a multi-user extension that supports chords for two or more users. Chords could be used for having user-aware MT applications. Our toolkit is open source and has been designed as a widget that could be integrated into broader interaction frameworks for multi-touch screens.}, doi = {10.1145/1996461.1996513}, url_Paper={Leftheriotis_2011a.pdf}, keywords = {Multi-touch,PyMT,Surface,architecture,chord,human-computer interaction,large display,multi-user,software technology,toolkit,ubiquitous computing}, mendeley-tags = {Surface,human-computer interaction,software technology,ubiquitous computing}, url = {http://doi.acm.org/10.1145/1996461.1996513}, }
@InProceedings{Chorianopoulos_2011a, author = {Chorianopoulos, Konstantinos and Leftheriotis, Ioannis and Gkonela, Chrysoula}, title = {{SocialSkip: Pragmatic Understanding within Web Video}}, booktitle = {9th european conference on European interactive television conference (EuroITV '11)}, year = {2011}, pages = {25--28}, abstract = {In this paper, we present a system that facilitates the analysis of user activity within a web video. Previous research in user-based techniques has assumed an extra effort from the users, such as video replies, comments, tags, and annotations. We have developed and evaluated the SocialSkip system, which improves sense making of web videos by visualizing the simplest form of user interactions with video, such as pause, and seek. In contrast to previous stand-alone implementations, the SocialSkip system employs a web-video player and cloud-based resources (application logic, database, content). The system was validated with two user studies, which provided several hundreds of user interactions with five types of web video (sports, comedy, lecture, documentary, how-to). We found that seeking activity within web video is reversely proportional to how interesting the video is. Moreover, we suggest that if the users are actively seeking for information within a video (e.g., lecture, how-to), then the user activity graph could be associated with the semantics of the video. Finally, SocialSkip provides an open architecture for collaborative contributions to the analysis of the user activity data, in a fashion similar to the TRECVID workshop series.}, doi = {10.1145/2000119.2000124}, url_Paper={Chorianopoulos_2011a.pdf}, keywords = {Pragmatics,User-Based,Web Video,YouTube,analytics,cloud computing,human-computer interaction,information retrieval,multimedia,software technology,video lectures}, mendeley-tags = {YouTube,analytics,human-computer interaction,information retrieval,multimedia,software technology,video lectures}, url = {http://doi.acm.org/10.1145/2000119.2000124}, }
@InProceedings{Leftheriotis_2011, author = {Leftheriotis, Ioannis and Chorianopoulos, Konstantinos}, title = {{User Experience Quality in Multi-Touch Tasks}}, booktitle = {3rd ACM SIGCHI symposium on Engineering interactive computing systems (EICS '11)}, year = {2011}, pages = {277--282}, abstract = {In this paper, we present an updated set of experimental tasks and measures for large multi-touch (MT) input devices. In addition to a multi-user condition, we have employed an updated set of tasks, as well as subjective measures for user enjoyment. In the first experiment (a target acquisition task with two moving targets), the MT was more efficient than the mouse. Surprisingly, we found that the reduced accuracy of MT did not affect the perceived usability, or the enjoyment of the users. In the second experiment (a multiple shapes docking task), the MT was again more efficient and enjoying than the mouse. In the two-user condition, we found that performance and enjoyment was always higher than the single-user conditions, regardless of input device and task. Besides the quantitative results, we observed that users employed diverse interaction strategies in the MT condition, such as bi-manual input. The proposed tasks and the results support the use of MT in entertainment applications (multimedia and video-games), collaborative work, and scientific visualizations with complex data.}, doi = {10.1145/1996461.1996536}, url_Paper={Leftheriotis_2011.pdf}, keywords = {Multi-touch,collaboration,human-computer interaction,input,large screen,mouse,multi-user,software technology,surface,task,ubiquitous computing,user experience}, mendeley-tags = {collaboration,human-computer interaction,software technology,surface,ubiquitous computing}, url = {http://doi.acm.org/10.1145/1996461.1996536}, }
@inproceedings{ Du2011a, abstract = {In this paper we describe VideoPal, a novel video based asynchronous communication system. VideoPal is currently being used by approximately 30 4th and 5th grade students from the US and Greece to explore the opportunities and challenges of video-mediated asynchronous communication in supporting traditional Pen Pal activities.}, author = {Du, Honglu and Inkpen, Kori and Tang, John and Roseway, Asta and Hoff, Aaron and Johns, Paul and Czerwinski, Mary and Meyers, Brian and Chorianopoulos, Konstantinos and Gross, Tom and Lungstrang, Peter}, booktitle = {Adjunct Proceedings of CSCW 2011}, url1 = {VideoPal An Asynchronous Video Based Communication System to Connect Children from US and Greece.pdf}, keywords = {Children,Education,Pen Pal,Video,collaboration,computer education,human-computer interaction,media technology,software technology,synchronous CMC}, mendeley-tags = {collaboration,computer education,human-computer interaction,media technology,software technology}, title = {{VideoPal : An Asynchronous Video Based Communication System to Connect Children from US and Greece}}, year = {2011} }
@inproceedings{ Du2011b, abstract = {In this paper we provide a description of VideoPal, an asynchronous video-mediated communication tool.}, author = {Du, Honglu and Inkpen, Kori and Tang, John and Roseway, Asta and Hoff, Aaron and Johns, Paul and Czerwinski, Mary and Meyers, Brian and Chorianopoulos, Konstantinos and Gross, Tom and Lungstrang, Peter}, booktitle = {Adjunct Proceedings of CSCW 2011}, url1 = {VideoPal System Description.pdf}, keywords = {Asynchronous CMC,VideoPal,collaboration,human-computer interaction,media technology,software technology}, mendeley-tags = {collaboration,human-computer interaction,media technology,software technology}, number = {Figure 1}, pages = {1--2}, title = {{VideoPal : System Description}}, year = {2011} }
@article{hollender_integrating_2010, title = {Integrating cognitive load theory and concepts of human-computer interaction}, volume = {26}, url = {http://www.sciencedirect.com/science/article/B6VDC-50DNKS7-1/2/634a2f318d8f956aefcb5870780cc12e}, number = {6}, journal = {Computers in Human Behavior}, author = {Hollender, Nina and Hofmann, Cristian and Deneke, Michael and Schmitz, Bernhard}, month = nov, year = {2010}, keywords = {Cognitive load theory, Computer assisted instruction, Human-computer interaction, Learning}, pages = {1278--1288} }
@misc{ title = {Embedded Interaction: Interacting with the Internet of Things}, type = {misc}, year = {2010}, source = {Internet Computing, IEEE}, identifiers = {[object Object]}, keywords = {HCI,Internet,Internet of Things,digital functionality,embedded interaction,human computer interaction,human-computer interaction,information interfaces and representation,information technology and systems,interaction styles,interactive systems,mobile applications,pervasive computing,user interfaces,user/machine systems}, pages = {46-53}, volume = {14}, issue = {2}, id = {73675905-c2a7-3c39-b462-b1123f40c18f}, created = {2015-11-27T06:27:47.000Z}, file_attached = {false}, profile_id = {4a1667f1-b8f5-302e-b8d7-9a1a4722f0af}, group_id = {413db158-ea19-3e9a-b63d-5cbba6d35544}, last_modified = {2015-11-27T06:27:47.000Z}, read = {false}, starred = {false}, authored = {false}, confirmed = {true}, hidden = {false}, abstract = {The Internet of Things assumes that objects have digital functionality and can be identified and tracked automatically. The main goal of embedded interaction is to look at new opportunities that arise for interactive systems and the immediate value users gain. The authors developed various prototypes to explore novel ways for human-computer interaction (HCI), enabled by the Internet of Things and related technologies. Based on these experiences, they derive a set of guidelines for embedding interfaces into people's daily lives.}, bibtype = {misc}, author = {Kranz, M and Holleis, P and Schmidt, A} }
@article{kwon_empirical_2010, title = {An empirical study of the factors affecting social network service use}, volume = {26}, issn = {0747-5632}, doi = {10.1016/j.chb.2009.04.011}, number = {2}, journal = {Computers in Human Behavior}, author = {Kwon, Ohbyung and Wen, Yixing}, year = {2010}, keywords = {Arts and Humanities (miscellaneous), General Psychology, Human-Computer Interaction, digital identity, social media}, pages = {254--263} }
@InProceedings{Chorianopoulos_2010d, author = {Chorianopoulos, Konstantinos and Fernandez, Francisco Javier Buron and Salcines, Enrique Garcia and de Castro Lozano, Carlos}, title = {Delegating the visual interface between a tablet and a TV}, booktitle = {Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10}, year = {2010}, pages = {418}, address = {New York, New York, USA}, month = {may}, publisher = {ACM Press}, abstract = {The introduction and wide adoption of small and powerful mobile computers, such as smart phones and tablets, has raised the opportunity of employing them into multi-device scenarios and blending the distinction between input and output devices. In particular, the partnership between a personal device and a shared one provides two possible output screens. Then, one significant research issue is to balance the visual interface between two devices with advanced output abilities. Do the devices compete or cooperate for the attention and the benefit of the user? Most notably, how multi-device interaction is appreciated in multi-user scenarios? Previous research has raised and considered the above research issues and questions for dual screen set-ups in the work environment. In our research, we are exploring multi-device user interface configurations in the context of a leisure environment and for entertainment applications. Our objective is to provide interaction possibilities that are more than the sum of the parts.}, doi = {10.1145/1842993.1843096}, url_Paper = {Chorianopoulos_2010d.pdf}, isbn = {9781450300766}, keywords = {TV,design,evaluation,human-computer interaction,interaction,multimedia,tablet,ubiquitous computing}, mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing}, url = {http://portal.acm.org/citation.cfm?id=1842993.1843096} }
@article{kirschner_facebook_2010, title = {Facebook® and academic performance}, volume = {26}, issn = {0747-5632}, url = {https://frodon.univ-paris5.fr:443/http/www.sciencedirect.com/science/article/B6VDC-4YW37BR-2/2/89a3658ec53ae04052a9e04790a8fc6d}, doi = {DOI: 10.1016/j.chb.2010.03.024}, number = {6}, journal = {Computers in Human Behavior}, author = {Kirschner, Paul A. and Karpinski, Aryn C.}, year = {2010}, note = {m2, ok, Online Interactivity: Role of Technology in Behavior Change}, keywords = {Academic, performance}, pages = {1237 -- 1245}, }
@article{ id = {a149e55b-21ed-350a-a6a9-df9c0fd10795}, title = {The co-evolution of taxi drivers and their in-car navigation systems}, type = {article}, year = {2010}, identifiers = {[object Object]}, keywords = {co-evolution,human-computer interaction,qualitative field study,satellite navigation systems}, created = {2013-03-26T11:06:32.000Z}, pages = {424-434}, volume = {6}, websites = {http://linkinghub.elsevier.com/retrieve/pii/S1574119210000350}, month = {8}, file_attached = {true}, profile_id = {e7747f90-d244-30f0-8ab8-040e1ce7fcca}, group_id = {eb547711-a9bc-34f4-87c4-f439162c9d1c}, last_modified = {2014-10-22T14:13:48.000Z}, read = {true}, starred = {false}, authored = {false}, confirmed = {true}, hidden = {false}, citation_key = {Girardin2010}, bibtype = {article}, author = {Girardin, Fabien and Blat, Josep}, journal = {Pervasive and Mobile Computing}, number = {4} }
@InProceedings{Chorianopoulos_2010b, author = {Chorianopoulos, Konstantinos and Fern{\'{a}}ndez, Francisco Javier Bur{\'{o}}n and Salcines, Enrique Garc{\'{i}}a and {de Castro Lozano}, Carlos}, title = {{Delegating the visual interface between a tablet and a TV}}, booktitle = {Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10}, year = {2010}, pages = {418}, address = {New York, New York, USA}, month = {may}, publisher = {ACM Press}, abstract = {The introduction and wide adoption of small and powerful mobile computers, such as smart phones and tablets, has raised the opportunity of employing them into multi-device scenarios and blending the distinction between input and output devices. In particular, the partnership between a personal device and a shared one provides two possible output screens. Then, one significant research issue is to balance the visual interface between two devices with advanced output abilities. Do the devices compete or cooperate for the attention and the benefit of the user? Most notably, how multi-device interaction is appreciated in multi-user scenarios? Previous research has raised and considered the above research issues and questions for dual screen set-ups in the work environment. In our research, we are exploring multi-device user interface configurations in the context of a leisure environment and for entertainment applications. Our objective is to provide interaction possibilities that are more than the sum of the parts.}, doi = {10.1145/1842993.1843096}, url_Paper={Chorianopoulos_2010b.pdf}, isbn = {9781450300766}, keywords = {TV,design,evaluation,human-computer interaction,interaction,multimedia,tablet,ubiquitous computing}, mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing}, url = {http://portal.acm.org/citation.cfm?id=1842993.1843096}, }
@InProceedings{Chorianopoulos_2010a, author = {Chorianopoulos, Konstantinos and Tsaknaki, Vassiliki}, title = {{CELL: Connecting Everyday Life in an archipeLago}}, booktitle = {workshop Mind the Gap — Towards Seamless Remote Social Interaction (10th Advanced Visual Interafaces conference AVI 2010)}, year = {2010}, editor = {Quinn, Kori Inkpen and Gross, Tom}, address = {Rome}, abstract = {In this paper, we explore the design of a seamless broadcast communication system that brings together the distributed community of remote secondary education schools. In contrast to higher education, primary and secondary education establishments should remain distributed, in order to maintain a balance of urban and rural life in the developing and the developed world. We plan to deploy an ambient and social interactive TV platform (physical installation, authoring tools, interactive content) that supports social communication in a positive way. In particular, we present the physical design and the conceptual model of the system.}, url_Paper={Chorianopoulos_2010a.pdf}, keywords = {Interaction design,computer education,human-computer interaction,multimedia,remote schools,social connectedness,ubiquitous computing}, mendeley-tags = {computer education,human-computer interaction,multimedia,ubiquitous computing}, }
@inproceedings{ Chorianopoulos2010b, abstract = {The introduction and wide adoption of small and powerful mobile computers, such as smart phones and tablets, has raised the opportunity of employing them into multi-device scenarios and blending the distinction between input and output devices. In particular, the partnership between a personal device and a shared one provides two possible output screens. Then, one significant research issue is to balance the visual interface between two devices with advanced output abilities. Do the devices compete or cooperate for the attention and the benefit of the user? Most notably, how multi-device interaction is appreciated in multi-user scenarios? Previous research has raised and considered the above research issues and questions for dual screen set-ups in the work environment. In our research, we are exploring multi-device user interface configurations in the context of a leisure environment and for entertainment applications. Our objective is to provide interaction possibilities that are more than the sum of the parts.}, address = {New York, New York, USA}, author = {Chorianopoulos, Konstantinos and Ferń{a}ndez, Francisco Javier Buŕ{o}n and Salcines, Enrique García and {de Castro Lozano}, Carlos}, booktitle = {Proceedings of the International Conference on Advanced Visual Interfaces - AVI '10}, doi = {10.1145/1842993.1843096}, url1 = {Delegating the visual interface between a tablet and a TV.pdf}, isbn = {9781450300766}, keywords = {TV,design,evaluation,human-computer interaction,interaction,multimedia,tablet,ubiquitous computing}, mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing}, month = {May}, pages = {418}, publisher = {ACM Press}, title = {{Delegating the visual interface between a tablet and a TV}}, url2 = {http://portal.acm.org/citation.cfm?id=1842993.1843096}, year = {2010} }
@InCollection{Chorianopoulos_2010, author = {Chorianopoulos, Konstantinos}, title = {{Scenarios of Use for Sociable Mobile TV}}, booktitle = {Mobile TV: Customizing Content and Experience}, publisher = {Springer London}, year = {2010}, editor = {Marcus, Aaron and Roib{\'{a}}s, Anxo Cereijo and Sala, Riccardo}, series = {Human-Computer Interaction Series}, pages = {243--254}, address = {London}, abstract = {Mobile TVs have been available for many years, without ever becoming very popular. Moreover, the first wave of research has been mostly concerned with technology and standards, which are necessary to ensure interoperability and market acceptance. Although, there has been a significant body of computer-supported co-operative work (CSCW) and mobile human–computer interaction (HCI) research findings, there is limited investigation in the context of leisure activities, such as TV. In this article, we propose three concepts that drive the main paths for research and practice in mobile and social TV: (1) Mobile TV as a content format, (2) Mobile TV as user behavior, and (3) Mobile TV as interaction terminal. Finally, we provide particular directions to be considered in further research in social and mobile TV.}, doi = {10.1007/978-1-84882-701-1}, url_Paper={Chorianopoulos_2010.pdf}, isbn = {978-1-84882-700-4}, keywords = {Interactive TV,computer mediated communication,human-computer interaction,mobile,mobile TV,multimedia,scenario,social aspects,survey}, mendeley-tags = {human-computer interaction,mobile,multimedia,scenario,survey}, url = {http://www.springerlink.com/content/wj6238165759l0u2/}, }
@InCollection{Chorianopoulos_2010d, author = {Chorianopoulos, Konstantinos and Rieniets, T}, title = {{Shared-Screen Interaction: Engaging Groups in Map-Mediated Nonverbal Communication}}, booktitle = {Shared Encounters}, publisher = {Springer}, year = {2010}, chapter = {5}, pages = {81--98}, edition = {1}, abstract = {This chapter describes the design and development of an interactive video installation that allows participants to explore a map narrative, and engage in group interactions through a shared screen. For this purpose, several layers of cartographic information were employed in a computer application, which was programmed with motion-tracking libraries in the open source tool processing. The interactive video installation has been chosen as a medium to achieve the following aims: (1) The visualization of urban-conflict as an interactive map narrative, and (2) the encouragement of social encounters through a shared screen. The development process begins with the design of interaction between the system and the participants, as well as between the participants themselves. Then we map the interaction design concepts into multimedia and architectural design. Finally, we provide a discussion on the creative process and the collaboration between different disciplines, such as architecture, urban planning, cartography, computer engineering, and media studies.}, url_Paper={Chorianopoulos_2010d.pdf}, keywords = {architectural space,architecture,collaboration,creativity,human-computer interaction,installation,multimedia,processing,surface,ubiquitous computing}, mendeley-tags = {human-computer interaction,multimedia,surface,ubiquitous computing}, url = {http://www.springerlink.com/content/u657l6240x2058k2/}, }
@Article{Koutsourelakis_2010a, author = {Koutsourelakis, C and Chorianopoulos, Konstantinos}, title = {{Unaided Icon Recognition in Mobile Phones: A Comparative Study with Young Users}}, journal = {The Design Journal}, year = {2010}, volume = {13}, number = {3}, pages = {313--328}, abstract = {This article investigates whether the diversity of mobile phone icons has a negative effect on user perception, as measured through unaided icon recognition. We designed an experiment involving fifty-two young users and evaluated twenty-five icons from five different mobile phone handsets. It was found that there are significant differences between alternative icons used for the same mobile phone feature. Moreover, we found that original manufacturer icons performed better than those offered by the wireless operator. Simple metaphors from the real world and consistent visual depictions across different handsets performed best for mobile phone icons, while abstract concepts had the lowest recognition rates. Designers of mobile phone icons have to balance a trade-off between the need of the manufacturers and wireless operators to differentiate their offerings through branding, and the need of the consumers for a familiar visual language in mobile phone menus.}, doi = {10.2752/146069210X12766130824939}, url_Paper={Koutsourelakis_2010a.pdf}, keywords = {human-computer interaction,icon,mobile phone,multimedia,recognition,ubiquitous computing,user study}, mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing}, url = {http://dx.doi.org/10.2752/146069210X12766130824939}, }
@Article{Banakou_2010, author = {Banakou, Domna and Chorianopoulos, Konstantinos}, title = {{The effects of Avatars Gender and Appearance on Social Behavior in Online 3D Virtual Worlds}}, journal = {Journal of Virtual Worlds Research}, year = {2010}, volume = {2}, number = {5}, abstract = {In this article, we investigate the effects of avatars appearance on user sociability in 3D virtual worlds. In particular, we study gender and appearance differences in social communication preferences and behavior in virtual public spaces. For this purpose, we have employed the virtual ethnographic method, which is an adaptation of traditional ethnography for the study of cyberspace. Although we only employed nine users who used four different avatars, we observed a cumulative of more than two hundreds social encounters. We found that users with more elaborate avatars had a higher success rate in their social encounters, than those users with the default avatars. Most notably, female users selected to speak with male avatars much more frequently, when using the attractive avatar, which indicates a self-confidence effect induced by the appearance of the personal avatar.}, doi = {10.4101/jvwr.v2i5.779}, url_Paper={Banakou_2010.pdf}, keywords = {Second Life,Virtual ethnography,avatar appearance,ethnography,human-computer interaction,multimedia,self-confidence,sociability,virtual world}, mendeley-tags = {ethnography,human-computer interaction,multimedia,self-confidence,virtual world}, url = {http://journals.tdl.org/jvwr/index.php/jvwr/article/view/779}, }
@InProceedings{Giannakos_2010, author = {Giannakos, Michail N. and Giotopoulos, Konstantinos K. and Chorianopoulos, Konstantinos}, title = {{In the face (book) of the daily routine}}, booktitle = {Proceedings of the 14th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek '10}, year = {2010}, pages = {153--157}, address = {New York, New York, USA}, month = {oct}, publisher = {ACM Press}, abstract = {This paper investigates the uses of the popular social networking site Facebook, and the perceptions of the users which derive from their Facebook experience. In the exploratory stage, 70 users generated phrases to describe the manner they used Facebook. Interestingly, some users do not only describe the uses, but also mention how they perceive these uses. These phrases were coded into 14 items and then clustered into 4 factors. The second stage of the study, which was addressed to 131 Facebook users, the factor analysis that was conducted, verified the validity of the four factors: Social Connection, Social Network Surfing, Wasting Time, Using Applications. Finally, the results were analyzed in order to interpret each factor's impact and to enable a comparison with previous research regarding the same subject. These showed how users continue to primarily regard Facebook as a means of socializing with other users, but also the extent to which Facebook has become a part of their daily routine, something that is indicated by the impact of the "Wasting Time" factor. Further research can be conducted by addressing a greater number of users, selected with a less random manner and possibly with a different (cultural, economical etc.) background.}, doi = {10.1145/1930488.1930521}, url_Paper={Giannakos_2010.pdf}, isbn = {9781450300117}, keywords = {human-computer interaction,online interactions,social media,social networking,social networks,uses and perceptions}, mendeley-tags = {human-computer interaction,social media,social networking}, url = {http://portal.acm.org/citation.cfm?id=1930488.1930521}, }
@Article{Koutsourelakis_2010, author = {Koutsourelakis, C and Chorianopoulos, Konstantinos}, title = {{Icons in mobile phones Comprehensibility differences between older and younger users}}, journal = {Information Design Journal}, year = {2010}, volume = {18}, number = {1}, pages = {22--35}, abstract = {Mobile phones have become a ubiquitous information and telecommunication terminal used by diverse age groups. Despite research findings that indicate the special needs and skills of senior citizens, contemporary handsets offer limited consideration for them. We investigated whether typical mobile phone icons are suitable for older users, as measured through unaided icon comprehension. For this purpose, we studied 38 users and evaluated 25 icons, which we captured from five different handsets. It was found that there are significant differences in icon comprehension performance between older and younger mobile phone users. We conclude that designers of mobile phone icons have to regard older user groups differently and we describe the qualities of icons suitable to each one of the age groups. Finally, we highlight the need for additional similar research in different ethnic and cultural groups.}, doi = {10.1075/idj.18.1.03cho}, url_Paper={Koutsourelakis_2010.pdf}, keywords = {age,human-computer interaction,icon,mobile phone,multimedia,recognition,ubiquitous computing,usability,user study}, mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing}, url = {http://dx.doi.org/10.1075/idj.18.1.03cho}, }
@article{dohn_web_2009, title = {Web 2.0: {Inherent} tensions and evident challenges for education}, volume = {4}, issn = {1556-1607}, doi = {10.1007/s11412-009-9066-8}, number = {3}, journal = {International Journal of Computer-Supported Collaborative Learning}, author = {Dohn, Nina Bonderup}, year = {2009}, keywords = {Education, Human-Computer Interaction, benefits, social media, web 2.0}, pages = {343--363} }
@InProceedings{Chorianopoulos_2009, author = {Chorianopoulos, Konstantinos}, title = {{Evaluating the social effects of distant education beyond the desktop computer}}, booktitle = {5th International Conference on Open and Distance Learning (ICODL)}, year = {2009}, pages = {117--121}, address = {Athens}, publisher = {Hellenic Open University Press}, abstract = {In this article, we explore the methodological aspects for the longitudinal evaluation of a mass communication system that brings together a physically distributed educational community. There is a significant body of related research, but no integrated approach. In particular, previous academic research has not been evaluated with casual users in public spaces for prolonged periods of time. As a matter of fact, the most interesting effects of distance communication systems on everyday life, such as community identity, community awareness, and civic participation have not been documented. For this purpose, we plan to deploy an ambient and social interactive TV platform that supports social communication between remote and isolated schools. Here, we describe tools and techniques for a systematic longitudinal evaluation of the social effects of the media communication system on an educational setting.}, url_Paper={Chorianopoulos_2009.pdf}, keywords = {Children,computer education,computer mediated communication,human-computer interaction,installation,longitudinal,multimedia,remote schools,sustainability,ubiquitous computing,well being}, mendeley-tags = {computer education,computer mediated communication,human-computer interaction,installation,multimedia,ubiquitous computing}, }
@InProceedings{Chorianopoulos_2009a, author = {Chorianopoulos, Konstantinos and Cesar, Pablo}, title = {{Taking Social TV beyond chatting: How the TV viewer adds value to the Network}}, booktitle = {MCIS 2009.}, year = {2009}, pages = {39}, address = {Athens}, abstract = {In this paper, we provide a comprehensive overview of the state-of-the-art in a contemporary iTV research area: social and networked TV. In our approach, instead of considering research sub-topics that build upon particular disciplinary threads (e.g., usability, personalization, multimedia annotations), we take a multidisciplinary approach that builds upon findings in media studies, human-computer interaction and multimedia systems. Moreover, we downplay the importance of chatting over a distance in favor of non-verbal communication modalities. In contrast, we focus on Social TV practices and highlight the role of each viewer as a node that adds value to the TV network. Finally, we provide directions for further research in neglected topics, such as supporting collocated viewing, and sharing the TV experience in a seamless way.}, url_Paper={Chorianopoulos_2009a.pdf}, keywords = {Interactive TV,Internet TV,Networked TV,Social TV,computer mediated communication,human-computer interaction,multimedia}, mendeley-tags = {computer mediated communication,human-computer interaction,multimedia}, url = {http://aisel.aisnet.org/mcis2009/39/}, }
@Book{Cesar_2009a, title = {{Social Interactive Television: Immersive Shared Experiences and Perspectives (Premier Reference Source)}}, publisher = {IGI Global}, year = {2009}, editor = {Cesar, Pablo and Geerts, David and Chorianopoulos, Konstantinos}, abstract = {Television, since its invention, has been considered to be a social link between people. Continually enhanced by innovation, the next frontier for this technological phenomenon will focus on the actual natural capabilities of the medium. Social Interactive Television: Immersive Shared Experiences and Perspectives combines academic and industry research to provide the first publication of its kind to discuss the future emergence of experiences and services through interactive television. Concentrating on system and interaction design, as well as evaluation methods that focus on social experiences around interactive television, this book provides practitioners, academicians, researchers, and developers with the most relevant, current, and interesting findings on the topic.}, isbn = {1605666564}, keywords = {book,human-computer interaction,multimedia}, mendeley-tags = {book,human-computer interaction,multimedia}, pages = {362}, url = {http://www.amazon.com/Social-Interactive-Television-Experiences-Perspectives/dp/1605666564}, }
@InProceedings{Banakou_2009, author = {Banakou, Domna and Chorianopoulos, Konstantinos and Anagnostou, Kostas}, title = {{Avatars Appearance and Social Behavior in Online Virtual Worlds}}, booktitle = {2009 13th Panhellenic Conference on Informatics}, year = {2009}, pages = {207--211}, month = {sep}, publisher = {IEEE}, abstract = {In this article, we investigate the effects of avatars appearance on user social behavior in online virtual worlds. In particular, we study appearance differences in social communication preferences and behavior in virtual public spaces. For this purpose, we have employed virtual ethnographic methods, which is an adaptation of traditional ethnography for the study of cyberspace. We employed nine users who used four different avatars and we observed a cumulative of more than two hundreds social encounters. The results of the study indicate that avatars appearance is an important factor in determining the social communication patterns between users in online 3D worlds. In particular, we found that users with more elaborate avatars had a higher success rate in their social encounters, than those users with the default avatars. The implications of this study raise several issues for the design of avatars, as well as for the study of social communication in online 3D worlds.}, doi = {10.1109/PCI.2009.9}, url_Paper={Banakou_2009.pdf}, isbn = {978-0-7695-3788-7}, keywords = {Second Life,Virtual ethnography,avatar appearance,ethnography,human-computer interaction,multimedia,self-confidence,sociability,virtual world}, mendeley-tags = {ethnography,human-computer interaction,multimedia,self-confidence,virtual world}, url = {http://www.computer.org/portal/web/csdl/doi/10.1109/PCI.2009.9}, }
@inproceedings{ pierce_energy_2008, address = {New York, {NY}, {USA}}, series = {{OZCHI} '08}, title = {Energy Aware Dwelling: A Critical Survey of Interaction Design for Eco-visualizations}, isbn = {0-9803063-4-5}, shorttitle = {Energy Aware Dwelling}, url = {http://doi.acm.org/10.1145/1517744.1517746}, doi = {10.1145/1517744.1517746}, abstract = {Eco-visualizations ({EVs}) are any kind of interactive device targeted at revealing energy use in order to promote sustainable behaviours or foster positive attitudes towards sustainable practices. There are some interesting, informative, highly creative, and delightful {EVs} now available. This paper provides a critical survey of several noteworthy {EVs} and classifies them in terms of scale and contexts of use. The paper attempts to provide a foundation for practitioners to design new {EVs} in more varied scales and contexts and for researchers to continue to refine understandings of how effective {EVs} can be and how {EVs} can be made to be more effective. The paper describes (i) feedback types and use-contexts for classifying {EVs} and (ii) strategies for designing effective {EVs}.}, urldate = {2014-10-06TZ}, booktitle = {Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat}, publisher = {{ACM}}, author = {Pierce, James and Odom, William and Blevis, Eli}, year = {2008}, keywords = {Energy conservation, Feedback, human-computer interaction, interaction design, sustainability}, pages = {1--8} }
@book{lin_haptic_2008, address = {Wellesley, Mass}, title = {Haptic rendering: foundations, algorithms, and applications}, isbn = {978-1-56881-332-5}, shorttitle = {Haptic rendering}, publisher = {A.K. Peters}, collaborator = {Lin, Ming C. and Otaduy, Miguel A.}, year = {2008}, keywords = {Computer algorithms, Human-computer interaction, Touch} }
@InProceedings{Kim2008_emg, Title = {EMG-based Hand Gesture Recognition for Realtime Biosignal Interfacing}, Author = {Kim, J. and Mastnik, S. and Andr{\'e}, E.}, Booktitle = {Proceedings of the International Conference on Intelligent User Interfaces}, Year = {2008}, Pages = {30--39}, Abstract = {In this paper the development of an electromyogram (EMG) based interface for hand gesture recognition is presented. To recognize control signs in the gestures, we used a single channel EMG sensor positioned on the inside of the forearm. In addition to common statistical features such as variance, mean value, and standard deviation, we also calculated features from the time and frequency domain including Fourier variance, region length, zerocrosses, occurrences, etc. For realizing real-time classification assuring acceptable recognition accuracy, we combined two simple linear classifiers (k-NN and Bayes) in decision level fusion. Overall, a recognition accuracy of 94% was achieved by using the combined classifier with a selected feature set. The performance of the interfacing system was evaluated through 40 test sessions with 30 subjects using an RC Car. Instead of using a remote control unit, the car was controlled by four different gestures performed with one hand. In addition, we conducted a study to investigate the controllability and ease of use of the interface and the employed gestures.}, Acmid = {1378778}, Doi = {10.1145/1378773.1378778}, ISBN = {978-1-59593-987-6}, Keywords = {biosignal analysis, electromyogram, gesture recognition, human-computer interaction, neural interfacing}, Location = {Gran Canaria, Spain}, Numpages = {10}, Owner = {jf2lin}, Review = {Uses a single channel EMG to recognize 4 hand gestures to control an RC car. Motion is fist, fist with wrist left, fist with wrist right, and fist with wrist down. - threshold on rms to determine the start and end fo a signal (segmentation) - for actual signal, used max, min, mean value, variance, signal length, rms. for freq signals, used fundamental freq, fourier varience, region length (partial length of the spectrum containing greater magnitude than mean value of total fourier coeff), percentage to max value, zero crossing - used knn and bayes classifier, and has voting schemes btwn them - calibrate with 10-20 samples of each gesture for subject. above 90% acc in classification rate. 30 subjects.}, Timestamp = {2015.04.03} }
@inproceedings{pellan_scalable_2008, address = {New York, New York, USA}, title = {Scalable multimedia documents for digital radio}, isbn = {978-1-60558-081-4}, url = {http://dl.acm.org/citation.cfm?id=1410140.1410186}, doi = {10.1145/1410140.1410186}, abstract = {00000}, booktitle = {Proceeding of the eighth {ACM} symposium on {Document} engineering - {DocEng} '08}, publisher = {ACM Press}, author = {Pellan, Benoit and Concolato, Cyril}, month = sep, year = {2008}, note = {00000}, keywords = {Human-computer interaction, Interacción hombre-computadora}, pages = {221} }
@Article{Cesar_2008, author = {Cesar, Pablo and Chorianopoulos, Konstantinos and Jensen, Jens F.}, title = {{Social television and user interaction}}, journal = {Computers in Entertainment}, year = {2008}, volume = {6}, number = {1}, pages = {1}, month = {may}, abstract = {At first glance, the notion of social interactive television seems to be a tautology. Television watching has always been a social activity. People watch television together in their living rooms, and outside their homes they talk about last night's football match; and even call each other to recommend an interesting program. Unfortunately, until recently, research on social interactive television has been scarce. One limiting factor for the development of innovative services for the home is the interactive technology behind user interaction, which was limited to the remote control. Fortunately, a number of studies concentrate on extending interactive methods, for example by using contextual information. This article reviews the state of the art in these two directions: the social aspects of television and user interaction. We conclude with a research agenda for further research, which might transform current interactive television services into shared experiences.}, doi = {10.1145/1350843.1350847}, url_Paper={Cesar_2008.pdf}, issn = {15443574}, keywords = {human-computer interaction,interactive digital television,multimedia,set-top box,social communications,social interactive television,user interaction}, mendeley-tags = {human-computer interaction,multimedia}, url = {http://portal.acm.org/citation.cfm?id=1350843.1350847}, }
@Article{Chorianopoulos_2008a, author = {Chorianopoulos, Konstantinos}, title = {{User Interface Design Principles for Interactive Television Applications}}, journal = {International Journal of Human-Computer Interaction}, year = {2008}, volume = {24}, number = {6}, pages = {556--573}, month = {aug}, abstract = {Interactive Television (ITV) applications gratify entertainment needs and leisure activities in a relaxed domestic context. Then, the mentality of efficiency and task completion implied by many user interface heuristics may not be suitable for design and expert evaluation of ITV. In line with the contemporary movement towards the design of the user experience of computing systems, a set of design principles for ITV applications has been developed. Instead of information technology, the field of communication science was explored, which has accumulated an extensive theory of TV usage and viewer behavior. For the empirical validation, the principles were employed in the design of an interactive music TV application. The results suggest that a small set of generic principles could support the systematic design of ITV applications and produce a design rationale that is traceable and comparable to alternative solutions, during the process of early product development. In addition, the principles could be refined into specific guidelines and further employed to support expert evaluation techniques.}, doi = {10.1080/10447310802205750}, url_Paper={Chorianopoulos_2008a.pdf}, issn = {1044-7318}, keywords = {design principles,human-computer interaction,interactive TV,multimedia,usability}, mendeley-tags = {human-computer interaction,multimedia}, publisher = {Taylor {\&} Francis}, url = {http://www.informaworld.com/10.1080/10447310802205750}, }
@Article{Cesar_2008a, author = {Cesar, Pablo and Bulterman, Dick C. A. and Chorianopoulos, Konstantinos and Jensen, Jens F.}, title = {{Multimedia systems, languages, and infrastructures for interactive television}}, journal = {Multimedia Systems}, year = {2008}, volume = {14}, number = {2}, pages = {71--72}, month = {mar}, doi = {10.1007/s00530-008-0115-3}, url_Paper={Cesar_2008a.pdf}, issn = {0942-4962}, keywords = {editorial,human-computer interaction,multimedia}, mendeley-tags = {human-computer interaction,multimedia}, publisher = {Springer Berlin / Heidelberg}, url = {http://www.springerlink.com/content/n3333760t1510081/}, }
@InProceedings{Oumard_2008, author = {Oumard, Marieke and Mirza, Diana and Kroy, Juliane and Chorianopoulos, Konstantinos}, title = {{A cultural probes study on video sharing and social communication on the internet}}, booktitle = {Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts - DIMEA '08}, year = {2008}, series = {DIMEA '08}, pages = {142--148}, address = {New York, New York, USA}, publisher = {ACM Press}, abstract = {The focus of this article is the link between video sharing and interpersonal communication on the internet. Previous works on social television systems belong to two categories: 1) studies on how collocated groups of viewers socialize while watching TV, and 2) studies on novel Social TV applications (e.g. experimental set-ups) and devices (e.g. ambient displays) that provide technological support for TV sociability over a distance. The main shortcoming of those studies is that they have not considered the dominant contemporary method of Social TV. Early adopters of technology have been watching and sharing video online. We employed cultural probes in order to gain in-depth information about the social aspect of video sharing on the internet. Our sample consisted of six heavy users of internet video, watching an average of at least one hour of internet video a day. In particular, we explored how they are integrating video into their daily social communication practices. We found that internet video is shared and discussed with distant friends. Moreover, the results of the study indicate several opportunities and threats for the development of integrated mass and interpersonal communication applications and services.}, doi = {10.1145/1413634.1413664}, url_Paper={Oumard_2008.pdf}, isbn = {9781605582481}, keywords = {computer mediated communication,cultural probes,entertainment,ethnography,human-computer interaction,internet video,multimedia,online communication,user study}, mendeley-tags = {computer mediated communication,entertainment,ethnography,human-computer interaction,multimedia}, url = {http://doi.acm.org/10.1145/1413634.1413664}, }
@InProceedings{Cesar_2008b, author = {Cesar, Pablo and Chorianopoulos, Konstantinos}, title = {{Interactivity and user participation in the television lifecycle}}, booktitle = {Proceeding of the 1st international conference on Designing interactive user experiences for TV and video - uxtv '08}, year = {2008}, pages = {125--128}, address = {New York, New York, USA}, month = {oct}, publisher = {ACM Press}, abstract = {Interactive TV research encompasses a rather diverse body of work (e.g. multimedia, HCI, CSCW, UIST, user modeling, media studies) that has accumulated over the past 20 years. In this article, we highlight the state-of-the-art and consider two basic issues: What is interactive TV research? Can it help us reinvent the practices of creating, sharing and watching TV? We survey the literature and identify three concepts that have been inherent in interactive TV research: 1) interactive TV as content creation, 2) interactive TV as a content and experience sharing process, and 3) interactive TV as control of audiovisual content. We propose this simple taxonomy (create-share-control) as an evolutionary step over the traditional hierarchical produce-distribute-consume paradigm. Moreover, we highlight the importance of sociability in all phases of the create-share-control model.}, doi = {10.1145/1453805.1453830}, url_Paper={Cesar_2008b.pdf}, isbn = {9781605581002}, keywords = {human-computer interaction,interactive television,interactivity,multimedia,research survey,social tv,taxonomy,user participation}, mendeley-tags = {human-computer interaction,multimedia}, url = {http://portal.acm.org/citation.cfm?id=1453805.1453830}, }
@InProceedings{Riecke_2008, author = {Riecke, Ralph and Juers, Alex and Chorianopoulos, Konstantinos}, title = {{Interaction Design in Television Voting: A Usability Study on Music TV and Input Devices}}, booktitle = {Proceedings of the 6th European conference on Changing Television Environments}, year = {2008}, editor = {Tscheligi, Manfred and Obrist, Marianna and Lugmayr, Artur}, volume = {5066}, series = {Lecture Notes in Computer Science}, pages = {268--272}, address = {Berlin, Heidelberg}, publisher = {Springer Berlin Heidelberg}, abstract = {The aim of this work is to study the usability of voting on music TV channels. We asked subjects to perform a voting-task on two different music TV shows. The results indicate, that 1) there are small differences in acceptance and understanding of the voting-instructions between users and non-users, 2) the mobile phone is a familiar and the most preferred voting-device and 3) sociability features is a way to support the pricing model of voting services for entertainment applications in TV.}, doi = {10.1007/978-3-540-69478-6}, url_Paper={Riecke_2008.pdf}, isbn = {978-3-540-69477-9}, issn = {0302-9743}, keywords = {Usability,human-computer interaction,interactive TV,media studies,mobile phone,music TV,voting}, mendeley-tags = {human-computer interaction,media studies}, url = {http://dx.doi.org/10.1007/978-3-540-69478-6{\_}36}, }
@phdthesis{reis_centrando_2007, type = {Dissertação de {Mestrado}}, title = {Centrando a arquitetura de informação no usuário}, url = {http://www.teses.usp.br/teses/disponiveis/27/27151/tde-23042007-141926/}, abstract = {O presente trabalho analisa as metodologias de projeto de arquitetura de informação de websites sob o foco das abordagens de Design Centrado no Usuário da Ciência da Informação e da Interação Humano-Computador. A metodologia adotada foi uma revisão da literatura, para formular um quadro de referência para análise das metodologias de projetos de arquitetura de informação, e duas pesquisas de campo. A primeira pesquisa foi quantitativa, baseada em um questionário on-line, e teve por objetivo levantar o perfil do arquiteto de informação das listas de discussões brasileiras. A segunda pesquisa foi qualitativa e seguiu a abordagem do Sense-making, tendo como objetivo levantar as dificuldades, técnicas e metodologias encontradas nos projetos de arquitetura de informação de websites. Como resultado da revisão da literatura foi formulado um quadro de referência composto de cinco fases (Pesquisa, Concepção, Especificação, Implementação e Avaliação). Os princípios das abordagens de Design Centrado no Usuário são aplicados nas duas fases iniciais, sendo que na primeira é aplicada a abordagem da Ciência da Informação, e na segunda a abordagem da Interação Humano-Computador. A primeira pesquisa de campo retratou um profissional jovem, que vive nos grandes centros metropolitanos, com formação predominante na área de Humanas e que desenvolveu seus conhecimentos sobre Arquitetura de Informação de maneira autodidata. Quase metade deles não segue qualquer metodologia nos seus projetos e, entre os que seguem, a maioria utiliza uma metodologia própria. A segunda pesquisa mostrou que os arquitetos de informação experientes adotam uma metodologia nos seus projetos e dedicam mais atenção às três primeiras fases do quadro de referência (Pesquisa, Concepção e Especificação). As metodologias vistas na prática não seguem a abordagem de Design Centrado no Usuário da Ciência da Informação, pois raramente são feitas pesquisas com usuários. Com relação à abordagem da Interação Humano-Computador, ela é pouco seguida porque os contratantes desconhecem a importância dos testes de usabilidade e porque os arquitetos não dominam as técnicas desses testes mais adequadas à Arquitetura de Informação. Com relação às dificuldades enfrentadas nos projetos, foram identificados três focos: o contratante, o próprio trabalho de Arquitetura de Informação e o contexto tecnológico em que o website está inserido, sendo o primeiro o mais citado. Conclui-se que as metodologias de projetos de arquitetura de informação precisam evoluir na adoção das abordagens de Design Centrado no Usuário, para que consigam produzir websites que satisfaçam plenamente as necessidades dos usuários, e nas formas de avaliar os resultados, para verificar se os objetivos dos projetos foram plenamente alcançados.}, language = {pt-br}, urldate = {2014-10-31}, school = {Universidade de São Paulo}, author = {Reis, Guilhermo Almeida dos}, month = mar, year = {2007}, keywords = {Arquitetura de informação, Design Centrado no Usuário, Human-Computer Interaction, Information Architecture, Interação homem-computador, Sense-making, Sense-making., User Center Design, Web Design, Websites - Design, Websites - Usabilidade, Websites - Usability}, }
@phdthesis{ reis_centrando_2007, type = {text}, title = {Centrando a arquitetura de informação no usuário}, url = {http://www.teses.usp.br/teses/disponiveis/27/27151/tde-23042007-141926/}, abstract = {O presente trabalho analisa as metodologias de projeto de arquitetura de informação de websites sob o foco das abordagens de Design Centrado no Usuário da Ciência da Informação e da Interação Humano-Computador. A metodologia adotada foi uma revisão da literatura, para formular um quadro de referência para análise das metodologias de projetos de arquitetura de informação, e duas pesquisas de campo. A primeira pesquisa foi quantitativa, baseada em um questionário on-line, e teve por objetivo levantar o perfil do arquiteto de informação das listas de discussões brasileiras. A segunda pesquisa foi qualitativa e seguiu a abordagem do Sense-making, tendo como objetivo levantar as dificuldades, técnicas e metodologias encontradas nos projetos de arquitetura de informação de websites. Como resultado da revisão da literatura foi formulado um quadro de referência composto de cinco fases (Pesquisa, Concepção, Especificação, Implementação e Avaliação). Os princípios das abordagens de Design Centrado no Usuário são aplicados nas duas fases iniciais, sendo que na primeira é aplicada a abordagem da Ciência da Informação, e na segunda a abordagem da Interação Humano-Computador. A primeira pesquisa de campo retratou um profissional jovem, que vive nos grandes centros metropolitanos, com formação predominante na área de Humanas e que desenvolveu seus conhecimentos sobre Arquitetura de Informação de maneira autodidata. Quase metade deles não segue qualquer metodologia nos seus projetos e, entre os que seguem, a maioria utiliza uma metodologia própria. A segunda pesquisa mostrou que os arquitetos de informação experientes adotam uma metodologia nos seus projetos e dedicam mais atenção às três primeiras fases do quadro de referência (Pesquisa, Concepção e Especificação). As metodologias vistas na prática não seguem a abordagem de Design Centrado no Usuário da Ciência da Informação, pois raramente são feitas pesquisas com usuários. Com relação à abordagem da Interação Humano-Computador, ela é pouco seguida porque os contratantes desconhecem a importância dos testes de usabilidade e porque os arquitetos não dominam as técnicas desses testes mais adequadas à Arquitetura de Informação. Com relação às dificuldades enfrentadas nos projetos, foram identificados três focos: o contratante, o próprio trabalho de Arquitetura de Informação e o contexto tecnológico em que o website está inserido, sendo o primeiro o mais citado. Conclui-se que as metodologias de projetos de arquitetura de informação precisam evoluir na adoção das abordagens de Design Centrado no Usuário, para que consigam produzir websites que satisfaçam plenamente as necessidades dos usuários, e nas formas de avaliar os resultados, para verificar se os objetivos dos projetos foram plenamente alcançados.}, language = {pt-br}, urldate = {2014-10-31TZ}, school = {Universidade de São Paulo}, author = {Reis, Guilhermo Almeida dos}, month = {March}, year = {2007}, note = {00009 Dissertação de Mestrado bibtex: Reis2007}, keywords = {Arquitetura de informação, Design Centrado no Usuário, Human-Computer Interaction, Information Architecture, Interação homem-computador, Sense-making, Sense-making., User Center Design, Web Design, Websites - Design, Websites - Usabilidade, Websites - Usability} }
@book{haller_emerging_2007, address = {Hershey}, title = {Emerging technologies of augmented reality: interfaces and design}, isbn = {1-59904-066-2}, shorttitle = {Emerging technologies of augmented reality}, publisher = {Idea Group Pub}, collaborator = {Haller, Michael and Billinghurst, Mark and Thomas, Bruce}, year = {2007}, keywords = {Human-computer interaction, User interfaces (Computer systems), Virtual reality} }
@InProceedings{Willis_2007, author = {Willis, Katharine S. and Chorianopoulos, Konstantinos and Struppek, Mirjam and Roussos, George}, title = {{Shared encounters workshop}}, booktitle = {CHI '07 extended abstracts on Human factors in computing systems - CHI '07}, year = {2007}, series = {CHI '07}, pages = {2881--2884}, address = {New York, New York, USA}, publisher = {ACM Press}, abstract = {Our everyday lives are characterised by encounters, some are fleeting and ephemeral and others are more enduring and meaningful exchanges. Shared encounters are the glue of social networks and have a socializing effect in terms of mutual understanding, empathy, respect and thus tolerance towards others. The quality and characteristics of such encounters are affected by the setting, or situation in which they occur. In a world shaped by communication technologies, non-place-based networks often coexist alongside to the traditional local face-to-face social networks. As these multiple and distinct on and off-line communities tend to carry out their activities in more and more distinct and sophisticated spaces, a lack of coherency and fragmentation emerges in the sense of a shared space of community. Open public space with its streets, parks and squares plays an important role in providing space for shared encounters among and between these coexisting networks. Mobile and ubiquitous technologies enable social encounters located in public space, albeit not confined to fixed settings, whilst also offering sharing of experiences from non-place based networks. We will look at how to create or support the conditions for meaningful and persisting shared encounters. In particular we propose to explore how technologies can be appropriated for shared interactions that can occur spontaneously and playfully and in doing so re-inhabit and connect place-based social networks.}, doi = {10.1145/1240866.1241101}, url_Paper={Willis_2007.pdf}, isbn = {9781595936424}, keywords = {community,encounter,human-computer interaction,interaction,mobile and ubiquitous technologies,shared,situated,space,ubiquitous computing}, mendeley-tags = {community,human-computer interaction,ubiquitous computing}, url = {http://doi.acm.org/10.1145/1240866.1241101}, }
@InProceedings{Chorianopoulos_2007c, author = {Chorianopoulos, Konstantinos}, title = {{Interactive TV design that blends seamlessly with everyday life}}, booktitle = {Proceedings of the 9th conference on User interfaces for all}, year = {2007}, series = {ERCIM'06}, pages = {43--57}, address = {Berlin}, publisher = {Springer-Verlag}, abstract = {Television use does not require high skill or effort, which is ideal as a paradigm of use for ambient user interfaces. In this paper, universal access in ambient intelligence is modeled after the use of TV in everyday life. Instead of considering television only as a content medium and the focus of user activity, an alternative approach is to consider television use as a secondary function to other activities, such as socializing, domestic chores, leisure pursuits. For this purpose, the requirements for ambient user interactivity with TV are organized in a small set of design principles. The design principles have been selected, analyzed and synthesized from readings in previous works on media and ethnographic studies about television, and everyday life. It is suggested that universal access in ambient intelligence is promoted by considering design principles such as opportunistic interaction, user participation, group interactions, and multiple levels of attention to the user interface. Finally, the principles have been tested in the design of a user interface for interactive music television. This preliminary case suggests that the proposed principles facilitate the design of user interfaces that blend seamlessly with everyday life.}, url_Paper={Chorianopoulos_2007c.pdf}, isbn = {978-3-540-71024-0}, keywords = {ambient ITV,design principles,human-computer interaction,interactive TV,media studies,metaphors,multimedia,paradigm of use,ubiquitous computing}, mendeley-tags = {human-computer interaction,multimedia,ubiquitous computing}, url = {http://www.springerlink.com/content/q45n0397l27m626l/}, }
@InProceedings{Chorianopoulos_2007b, author = {Chorianopoulos, Konstantinos}, title = {{Ambient and social TV: a conceptual design that connects everyday life in a sporadic community}}, booktitle = {3rd IET International Conference on Intelligent Environments, 2007. IE 07.}, year = {2007}, pages = {585--588}, address = {Ulm}, abstract = {In this research program, we explore the relationship between television use, architectural space, and community identity. In particular, we discuss the conceptual design of a system that brings together the physically distributed academic community (students, academic and administrative staff) of the University of the Aegean. We propose the employment of networked interactive video installations in everyday places (e.g. cafeteria, halls) of the university. In this paper, we explore previous related research and we discuss design issues and approaches for the case of the University of the Aegean.}, url_Paper={Chorianopoulos_2007b.pdf}, issn = {0537-9989}, keywords = {Locative media,ambient TV,awareness,community,human-computer interaction,multimedia,presence,shared experience,social TV}, mendeley-tags = {community,human-computer interaction,multimedia}, shorttitle = {Intelligent Environments, 2007. IE 07. 3rd IET Int}, }
@Article{Chorianopoulos_2007f, author = {Chorianopoulos, Konstantinos and Lekakos, George}, title = {{Learn and play with interactive TV}}, journal = {Computers in Entertainment}, year = {2007}, volume = {5}, number = {2}, pages = {4}, month = {apr}, abstract = {Despite the criticism concerning the value of TV content, research reveals several worthwhile aspects -- one of them is the opportunity to learn. In this article we explore the characteristics of interactive TV applications that facilitate education and interactive entertainment. In doing so we analyze research methods and empirical results from experimental and field studies. The findings suggest that interactive TV applications provide support for education and entertainment for children and young people, as well as continuous education for all. In particular, interactive TV is especially suitable for (1) informal learning and (2) for engaging and motivating its audience. We conclude with an agenda for future interactive TV research in entertainment and education.}, address = {New York}, doi = {10.1145/1279540.1279544}, url_Paper={Chorianopoulos_2007f.pdf}, issn = {15443574}, keywords = {computer education,entertainment,human-computer interaction,interactive TV,interactive television,multimedia,set-top box,study,survey,user interface}, mendeley-tags = {computer education,entertainment,human-computer interaction,multimedia,survey}, publisher = {ACM}, url = {http://doi.acm.org/10.1145/1279540.1279544}, }
@InProceedings{Chorianopoulos_2007d, author = {Chorianopoulos, Konstantinos and Rieniets, T}, title = {{City of collision: an interactive video installation to inform and engage}}, booktitle = {IET Conference Publications}, year = {2007}, volume = {2007}, number = {CP531}, pages = {502 -- 509}, abstract = {This article describes an interactive video installation that was developed to inform and engage people about one of the most upsetting geopolitical issues of our time: The Israeli-Palestinian conflict. Several layers of maps information have been employed into a computer application, which was programmed with the open source tool Processing. The video installation was chosen as a medium, to achieve the following aims: 1) The visualization and communication of the Israeli-Palestinian conflict, and 2) the application of ambient intelligence technology into artistic works. In this article, we present the requirements, concepts and design decisions for an interactive video installation that has been tested in the lab. Moreover, we provide a reflection on the creative process and the collaboration between different disciplines, such as architecture, urban planning, cartography, computer engineering and media studies. Finally, we outline the plan to evaluate the performance of the system and the impact of the interactive video installation during an exhibition.}, doi = {10.1007/978-1-84882-727-1_5}, url_Paper={Chorianopoulos_2007d.pdf}, keywords = {Interaction design,Processing,architectural space,architecture,art,creativity,engagement,human-computer interaction,installation,multimedia,ubiquitous computing,urban conflict}, mendeley-tags = {art,human-computer interaction,multimedia,ubiquitous computing}, url = {http://dx.doi.org/10.1049/cp:20070415}, }
@Article{Chorianopoulos_2006, author = {Chorianopoulos, Konstantinos and Spinellis, Diomidis}, title = {{User interface evaluation of interactive TV: a media studies perspective}}, journal = {Universal Access in the Information Society}, year = {2006}, volume = {5}, number = {2}, pages = {209--218}, month = {may}, abstract = {A diverse user population employs interactive TV (ITV) applications in a leisure context for entertainment purposes. The traditional user interface (UI) evaluation paradigm involving efficiency and task completion may not be adequate for the assessment of such applications. In this paper, we argue that unless ITV applications are evaluated with consideration for the ordinary TV viewer, they are going to be appropriate only for the computer literate user, thus excluding the TV audience from easy access to information society services. The field of media studies has accumulated an extensive theory of TV and associated methods. We applied the corresponding findings in the domain of ITV to examine how universal access to ITV applications can be obtained. By combining these results with emerging affective quality theories for interactive products, we propose a UI evaluation framework for ITV applications.}, doi = {10.1007/s10209-006-0032-1}, url_Paper={Chorianopoulos_2006.pdf}, issn = {1615-5289}, keywords = {Affective quality,Evaluation,Interactive television,Media studies,Methodology,User interface,affective,human-computer interaction,ubiquitous computing}, mendeley-tags = {affective,human-computer interaction,ubiquitous computing}, publisher = {Springer Berlin / Heidelberg}, url = {http://www.springerlink.com/content/a24626572258gp6p/}, }
@inproceedings{buxton_interaction_2005, address = {New York, NY, USA}, series = {{CHI} {EA} '05}, title = {Interaction at {Lincoln} {Laboratory} in the 1960's: {Looking} {Forward} – {Looking} {Back}}, isbn = {1-59593-002-7}, shorttitle = {Interaction at {Lincoln} {Laboratory} in the 1960's}, url = {http://doi.acm.org/10.1145/1056808.1056864}, doi = {10.1145/1056808.1056864}, urldate = {2015-12-26TZ}, booktitle = {{CHI} '05 {Extended} {Abstracts} on {Human} {Factors} in {Computing} {Systems}}, publisher = {ACM}, author = {Buxton, William and Baecker, Ron and Clark, Wesley and Richardson, Fontaine and Sutherland, Ivan and Sutherland, W.R. "Bert" and Henderson, Austin}, year = {2005}, note = {00008}, keywords = {Human-computer interaction, Lincoln laboratory, TX-2, computer graphics history, interaction history}, pages = {1162--1167} }
@Article{Chorianopoulos_2004b, author = {Chorianopoulos, Konstantinos and Spinellis, Diomidis}, title = {{Affective usability evaluation for an interactive music television channel}}, journal = {Comput. Entertain.}, year = {2004}, volume = {2}, number = {3}, pages = {14--14}, month = {jul}, abstract = {Computer-mediated television brings new requirements for user interface design and evaluation, since interactive television applications are deployed in a relaxed domestic setting and aim to gratify the need for entertainment. Digital video recorders, the generation of custom computer graphics on each digital set-top box, and the introduction of new advertising formats are important issues for research and practice. We explore the employment of an animated character and the dynamic insertion of advertising in the design of an intuitive user interface for interactive music-video television. We found that the animated character and the skippable videoclip feature seamlessly enhanced consumer satisfaction, as shown by affective usability questionnaires.}, doi = {10.1145/1027154.1027177}, url_Paper={Chorianopoulos_2004b.pdf}, issn = {1544-3574}, keywords = {Interactive television,TiVo,advertising,affective,affective usability,animated character,entertainment,human-computer interaction,multimedia,music video,set-top box,ubiquitous computing,user interface}, mendeley-tags = {advertising,affective,entertainment,human-computer interaction,multimedia,ubiquitous computing}, publisher = {ACM Press}, type = {Journal article}, url = {http://portal.acm.org/citation.cfm?id=1027177}, }
@article{ title = {Speech-gesture driven multimodal interfaces for crisis management}, type = {article}, year = {2003}, keywords = {crisis management,design,dialogue design,gesture recognition,gis,human motion,human-computer interaction,human-computer interaction (HCI),models,multimodal fusion,multimodal interface,propagation,recognition,speech recognition and usability study,tracking,user-interface,vision}, volume = {91}, websites = {http://www.geovista.psu.edu/publications/maceachren/Sharma_IEEE_03.pdf}, id = {5908bcf6-22a5-3e29-9da8-b82e4ff1c782}, created = {2018-05-29T14:06:00.602Z}, file_attached = {false}, profile_id = {6d8d7993-9618-3f6c-983a-9f6761313797}, group_id = {4f1d95d1-59ee-3ce8-85ce-055cfae2da74}, last_modified = {2018-05-29T14:06:00.602Z}, read = {false}, starred = {false}, authored = {false}, confirmed = {true}, hidden = {false}, citation_key = {13929}, source_type = {article}, notes = {DAVE_G}, private_publication = {false}, abstract = {Emergency response requires strategic assessment of risks, decisions, and communications that are time critical while requiring teams of individuals to have fast access to large volumes of complex information and technologies that enable tightly coordinated work. The access to this information by crisis management teams in emergency operations centers can be facilitated through various human-computer interfaces. Unfortunately, these interfaces are hard to use, require extensive training, and often impede rather than support teamwork. Dialogue-enabled devices, based on natural, multimodal interfaces, have the potential of making a variety of information technology tools accessible during crisis management. This paper establishes the importance of multimodal interfaces in various aspects of crisis management and explores many issues in realizing successful speech-gesture driven, dialogue-enabled interfaces for crisis management.This paper is organized in five parts. The first part discusses the needs of crisis management that can be potentially met by the development of appropriate interfaces. The second part discusses the issues related to the design and development of multimodal interfaces in the context of crisis management. The third part discusses the state of the art in both the theories and practices involving these human-computer interfaces. In particular it describes the evolution and implementation details of two representative systems, Crisis Management (XISM) and Dialog Assisted Visual Environment for Geoinformation (DAVE_G). The fourth part speculates on the short-term and long-term research directions that will help addressing the outstanding challenges in interfaces that support dialogue and collaboration. Finally, the fifth part concludes the paper.}, bibtype = {article}, author = {Sharma, R and Yeasin, M and Krahnstoever, N and Rauschert, I and Cai, G and Brewer, I and Alan, M MacEachren and Sengupta, K}, journal = {Proceedings of the IEEE} }
@InProceedings{Chorianopoulos_2003b, author = {Chorianopoulos, Konstantinos and Spinellis, Diomidis}, title = {{Usability design for the home media station}}, booktitle = {Proceedings of the 10th HCI International Conference}, year = {2003}, pages = {439--443}, abstract = {Abstract A different usability design approach is needed for the emerging class of home infotainment appliances, collectively referred to as the home media station (HMS). Mass- media theory, consumer electronics engineering, content creation and content distribution ... $\backslash$n}, url_Paper={Chorianopoulos_2003b.pdf}, keywords = {human-computer interaction,multimedia}, mendeley-tags = {human-computer interaction,multimedia}, url = {http://www.dmst.aueb.gr/dds/pubs/conf/2003-HCI-HMS/html/CS03.pdf}, }
@book{sherman_understanding_2003, address = {Amsterdam ; Boston}, series = {Morgan {Kaufmann} series in computer graphics and geometric modeling}, title = {Understanding virtual reality: interface, application, and design}, isbn = {1-55860-353-0}, shorttitle = {Understanding virtual reality}, publisher = {Morgan Kaufmann Publishers}, author = {Sherman, William R. and Craig, Alan B.}, year = {2003}, keywords = {Human-computer interaction, Virtual reality} }
@InProceedings{Chorianopoulos_2003d, author = {Chorianopoulos, Konstantinos and Lekakos, George and Spinellis, Diomidis}, title = {{The Virtual Channel Model for Personalized Television}}, booktitle = {Proceedings of the 1st European Conference on Interactive TV (EuroITV 2003)}, year = {2003}, pages = {9}, abstract = {This research is based on the realization that the desktop computing paradigm is not appropriate for television, because it is adapted to fundamentally different user aspirations and activities. Instead, the virtual channel is proposed as a model that explains the proper design of user access to personalized television programming. The virtual channel is a model that aids the organization and dynamic presentation of television programming from a combination of live broadcasts, prerecorded content and Internet resources at each set-top box. In this paper, we describe two applications that have been used to validate the virtual channel model. We have employed the properties of the virtual channel model into the design of personalized television advertising and interactive music video clip programming. Finally, we describe an ActiveX control that implements a core set of the virtual channels features.}, url_Paper={Chorianopoulos_2003d.pdf}, keywords = {TV,advertising,alternative computing,broadcast,design model,human-computer interaction,interactive,interactive television,media technology,multimedia,music video clips,need,personalization,usability,user model}, mendeley-tags = {TV,advertising,broadcast,human-computer interaction,interactive,media technology,multimedia}, url = {http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.2.5918{\&}rep=rep1{\&}type=pdf}, }
@InProceedings{Chorianopoulos_2003a, author = {Chorianopoulos, Konstantinos and Lekakos, George and Spinellis, Diomidis}, title = {{Intelligent user interfaces in the living room}}, booktitle = {Proceedings of the 8th international conference on Intelligent user interfaces - IUI '03}, year = {2003}, pages = {230--232}, address = {New York, New York, USA}, publisher = {ACM Press}, abstract = {The purpose of this paper is to present our experience from the design of a personalized television application, and the implications for the design of interactive television applications in general. Personalized advertising is a gentle introduction to interactive television applications through a push paradigm that is closer to the established patterns of television use. While personalization is a practice widely used on the Internet, applying personalization techniques over digital television infrastructures presents significant obstacles, which we address with explicit design moves}, doi = {10.1145/604045.604083}, url_Paper={Chorianopoulos_2003a.pdf}, isbn = {1581135866}, keywords = {Digital television,advertising,human-computer interaction,interactive,interface,personalization,tv,usability,user modelling}, mendeley-tags = {human-computer interaction,interactive,interface,personalization,tv,usability,user modelling}, type = {Conference proceedings (article)}, url = {http://portal.acm.org/citation.cfm?doid=604045.604083}, }
@InProceedings{Chorianopoulos_2003c, author = {Chorianopoulos, Konstantinos and Spinellis, Diomidis}, title = {{A Metaphor for Personalized Television Programming}}, booktitle = {Universal Access. Theoretical Perspectives, Practice, and Experience}, year = {2003}, editor = {Carbonelle, N. and Staphanidis, C.}, pages = {187--194}, publisher = {Springer-Verlag}, abstract = {Traditional human-computer interaction settings involve a task-oriented approach where the human interacts with an application to accomplish a particular goal. The emergence of media-rich computer-mediated leisure applications requires a fresh view of the current paradigms and a careful examination of how this change of perspective affects their relevance. This paper proposes a metaphor for accessing personalized television programming and suggests an approach for integrating the metaphor into the design of a television user interface. The proposed metaphor is tested in the design of a personalized advertising service. The results of the empirical research are discussed and the suitability of the metaphor for other television programs is examined.}, url_Paper={Chorianopoulos_2003c.pdf}, keywords = {TV,advertising,broadcast,human-computer interaction,interactive,media technology,metaphor,personalization,universal access,usability}, mendeley-tags = {TV,advertising,broadcast,human-computer interaction,interactive,media technology}, type = {Conference proceedings (article)}, url = {http://link.springer.de/link/service/series/0558/papers/2615/26150187.pdf}, }
@inProceedings{ title = {Measuring Internet Audiences and Usability of an Online Course}, type = {inProceedings}, year = {2001}, keywords = {distance learning,human,human-computer interaction,online communities,server logs analysis,web usability}, pages = {20-23}, city = {Dallas, TX}, id = {930887ff-cdac-3d96-9559-faaa70272c59}, created = {2011-03-07T22:03:05.000Z}, accessed = {2011-03-07}, file_attached = {true}, profile_id = {2563e86a-9b56-3ade-921e-b5933ef212f4}, last_modified = {2017-03-25T07:20:08.584Z}, read = {true}, starred = {false}, authored = {true}, confirmed = {true}, hidden = {false}, citation_key = {Zaphiris2001g}, country = {USA}, private_publication = {false}, abstract = {In this paper, we attempt to outline a variety of methods used to construct a richer conception of the audience of a modern Greek online course. First an analysis of the design methodology employed in this specific case study is provided and then examples of how valuable usability information can be extracted from the log files are presented. Conclusions, related to the analysis of the log files, about the usability of the course are also provided.}, bibtype = {inProceedings}, author = {Zaphiris, Panayiotis and Zacharia, Giorgos}, booktitle = {Proceedings of IIE Annual Conference} }
@InProceedings{Lekakos_2001a, author = {Lekakos, George and Chorianopoulos, Konstantinos and Spinellis, Diomidis}, title = {{Information Systems in the Living Room: A Case Study of Personalized Interactive TV Design}}, booktitle = {ECIS 2001}, year = {2001}, pages = {319--329}, abstract = {The birth of the World Wide Web (WWW) in 1993, particularly its graphical user interface, offered marketers opportunities that were previously unimaginable. The WWW allows advanced marketing activities and more particularly interactive marketing, as the user is actively involved in responding to the vendor's promotion campaign. Interactive TV, also referred to as iTV, combines the appeal and mass audience of traditional TV with the interactive features such as those currently available on the Web. Although personalisation is a practice used widely on the Internet by many sites, applying personalisation techniques over interactive television presents a number of difficulties. In this paper we focus on the design and testing process of the User Interface (UI) for the Interactive {\&} Personalized Advertisement TV viewer. We argue that there are a lot of challenges involved in the designing of interactive TV applications. These are related with the differences of the medium from the traditional PC based Information Systems in terms of input and output devices, viewing environment, number of users and low level of expertise in PC usage.}, url_Paper={Lekakos_2001a.pdf}, keywords = {advertising,entertainment,human-computer interaction,interactive TV,personalization,usability,user modelling}, mendeley-tags = {entertainment,human-computer interaction,user modelling}, url = {http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1067{\&}context=ecis2001}, }
@article{ title = {Computational Support for Collective Creativity}, type = {article}, year = {2000}, identifiers = {[object Object]}, keywords = {computer support for collective creativity,human-computer interaction,knowledge-based approaches,visual images in creative insight}, pages = {451-458}, volume = {13}, websites = {http://linkinghub.elsevier.com/retrieve/pii/S0950705100000691}, month = {12}, id = {34c940f9-49ab-3e42-818e-8d9b3a35bac0}, created = {2013-08-02T11:03:59.000Z}, file_attached = {true}, profile_id = {2b906273-dc25-3aff-9eef-94e37f452149}, group_id = {ab695928-535d-3373-a630-70913ea6b675}, last_modified = {2013-09-05T16:54:30.000Z}, tags = {Creativity,Creativity support tools}, read = {true}, starred = {false}, authored = {false}, confirmed = {true}, hidden = {false}, citation_key = {Nakakoji2000}, abstract = {The goal of oru research is to develop computer systems that support designers' collective creativity; such systems support individual creative aspects in design through the use of representations created by others in the community. We have developed two systems, IAM-eMMa and EVIDII, that both aim at supporting designers in finding visual images that would be useful for their creative design task. IAM-eMMa uses knowledge-based rules, which are constructed by other designers, to retrieve images related to a design task, and infers the underlying "rationale" when a designer chooses one of the images. EVIDII allows designers to associate affective words and oimages, and then shows several visual representations of the relationships among designers, images and words. By observing designers interacting with the two systems, we have identified that systems for supporting collective creativity need to be based on design knowledge that: (1) is contextualized; (2) is respectable and trustful; and (3) enables "appropriatoin" of a design task.}, bibtype = {article}, author = {Nakakoji, K and Yamamoto, Y and Ohira, M}, journal = {Knowledge-Based Systems}, number = {7-8} }
@incollection{Frank99, title = {Collapsible {User} {Interfaces} for {Information} {Retrieval} {Agents}}, booktitle = {Proceedings of the 1999 {International} {Conference} on {Intelligent} {User} {Interfaces}}, author = {Frank, Martin and Szekely, Pedro}, year = {1999}, keywords = {Software agents, graphical user interfaces, human-computer interaction, information retrieval, model-based user interfaces}, pages = {15--22}, }
@InProceedings{Frank98, author = "Frank and Martin R. and {Szekely, Pedro}", title = "Adaptive Forms: An Interaction Paradigm for Entering Structured Data", booktitle = "Proceedings of the 1998 International Conference on Intelligent User Interfaces", series = "Adaptation and Critiquing", pages = "153--160", year = "1998", copyright = "(c) Copyright 1998 ACM", keywords = "Data entry, Layout, Parsing, User interfaces, Human-computer interaction", MRnumber = "C.IUI.98.153", URLpaper = "http://www.acm.org/pubs/articles/proceedings/uist/268389/p153-frank/p153-frank.pdf", abstract = "Many software applications solicit input from the user via a {"}
@article{hald_motivating_????, title = {Motivating {Users} to {Move} between {Interactive} {Public} {Displays} using {Game} {Progression}}, author = {Hald, Kasper}, keywords = {documentation, embodied agents, human-computer interaction, interactive public displays, methodology, motivation} }